For this perceptive podcast we spoke with Farbs of Blue Manchu Games about how the company got started with Card Hunter, and then spent a lot of time talking about Void Bastards. We spoke about the general design, the structure, and a whole discussion on rogue-like gameplay.

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I wanna be the guy 2

Recently I tried the Kaizo hack known as Invictus, and in 30 minutes I racked up 100 deaths; not even getting to the first checkpoint. Over the last two months, I’ve played over 50 platformers while working on my next book, and this is the first time that I am just stopped dead in my tracks. With a sore hand, I’m left asking this question: Is Kaizo good game design?

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For this Dissecting Design, we’re going to talk about how Ninja Gaiden and the original trilogy comes close to greatness, but doesn’t get there.

  • 0:00 – Intro
  • 1:59 – Stage 2/ Enemy Design
  • 4:54 – Stage 3/Item Design
  • 8:05 – Stage 4/ Difficulty
  • 11:57 – Stage 5/Agility Talk
  • 16:25 – Stage 6/Where it all Goes Wrong
  • 27:55 – Ending and Final Thoughts
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For this cast, I spoke with owner and lead designer of Kitfox Games Tanya Short about her time in the game industry, being an indie developer, and discussing the kickstarter success and design of their next game — Boyfriend Dungeon.

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