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.
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.
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.
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.