Graveyard Keeper (2)

Lazy Bear Games’ previous hit Punch Club was an attempt at creating a long-form game around a short gameplay loop. One of the big problems was a huge focus on grinding days and losing progress that pushed people away. With Graveyard Keeper, while they have learned their lessons about the progress loss, grinding still is a major part of this game. Unfortunately, what starts out as a great concept slowly loses itself to tedium.

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For this segment, Rob and I talked about games like La-Mulana 2 or Getting Over it, that seem to revel in being frustrating to play.

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For this cast, I spoke with game designer Iain Lobb about what it’s like to be an indie developer and his career in the industry. We also spoke about working on licensed projects and what that meant from a design prespective.

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game design

Dead Cells has been a game on my radar for the last year thanks to its combination of metroidvania and rogue-like elements. With the game officially out now, we have a game that is a great successor to the action-focus gameplay of Spelunky; with all the highs and lows that it entails.

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