Important Tips for Effective Tutorial Game Design
"You would think that the tutorial would be the easiest part of a game's design to create as a developer, but it seems like more and more developers these days are screwing up on this part..."
No post for today, but I wanted to let you all know that there is another developer liveplay coming. I’m going to be talking to Skyshine Games live Wednesday April 27th at 8 est on the Twitch channel. Be sure to check it out along with the new changes to the game’s design.
In a recent cast, I spoke with Jeff Johnson from Skyshine Games about Skyshine’s Bedlam. During the discussion, we talked about the difficulty with balancing options for the player and about a common game design trap centered on hoarding. Hoarding items both has to do with game mechanics and the player’s own mindset, and today’s post is going to look at that and ways to downplay the need to hoard.
This week on the cast, I sat down with Jeff Johnson of Skyshine Games and Skyshine’s Bedlam to have a fascinating chat about what do you do when your game fails out of the gate and how to fix it.
Recently I tried out Forced: Showdown which combined light ARPG play with CCG mechanics to great effect. The use of CCG mechanics is another option in the Game Designer’s toolbox to create great games from, but it’s important to understand the limitations and rewards for such a game design.