Today’s Critical Thought looks at game mechanics and how as a designer you need to understand just how much mileage you can get out of them.
Halloween always means horror, and it gives me yet another excuse to talk about the best ways of designing horrific situations. Horror is an art, and there’s more to it than just being chased around in the dark. For this post, we’re going to look at three essential elements that you must have in order for your game to be treated as a horror example.
For this week, I spoke with the head of Turbo Pelvis 3000 about developing action-based rogue-lites and his upcoming game Fission Superstar X.
For this segment, we talked about the growing use of review bombing video games and the potential issues that arise from it.