For this week’s dissecting design, we’re examining how the idle/clicker genre has grown in popularity among f2p design. The progression models are worthy of being studied despite the simplistic gameplay.

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Today’s Critical Thought is about the use of Collectibles in game design. I talked about how things have changed and the current function in modern titles.

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This week’s Dissecting Design takes me back to one of my favorite games of the last decade. Hinterland is a perfect example of a diamond in the rough; with a brilliant core gameplay loop marred by the limited scope of the design.

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Today’s Critical Thought looks at difficulty scaling in game design. I talked about how you can make meaningful difficulty settings, and why very easy and very hard modes aren’t as simple to design.

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