Happy Halloween everyone. With everyone busy with trick or treaters or dressing up, I’m not going to make a post for today. Be sure to check out the YouTube channel later for a special Critical Thought dedicated to Horror. And come back tomorrow for my review of Clockwork Empires.

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This week on the cast, I spoke with Jeremiah Ingham of Arclight Worlds on the development of his rogue-like/metroidvania game Venture Forth.

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Building accessible games that aren’t dumb down is every great designer’s big challenge. Complexity doesn’t always equal great gameplay, and more often than not, will drive people away. Today’s post looks at some basic tips that can go a long way towards making your game easier to understand.

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SuperMariogalaxyIGN

I’m returning to a topic I’ve talked about a long time ago. Feedback is a critical part of understanding and development and something all designers make use of. When we break things down, there are two broad categories of reactions that we see in game design and are important to break down.

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