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waldothedog | 1 year ago
I found trying to make demos of individual mechanics pretty critical. Like any design process: high volume, low(er) fidelity until you find a meaningful direction (best case: lots of play testing from folks who are not the creators)
Even really abstract approaches for balancing XP a character, or moving on screen in a unique/tricky way can be useful to look for a signal of enjoyability (which option do folks want to replay, which do they seem less interested in… and why?)
I often try to think about the “play” part (pure delight/fun) vs the “game” part (winning conditions, confounding advantages, etc) separately
Last, I enjoyed talking to people (including myself) and trying to dissect WHY they like the games they like. There are genres and typologies that can be interesting creative inspiration (a game with a sudden-death condition mixed with the thrill of a race)
Try to make COMPLETE demos (beginning, advancement, winning conditions) and also honestly concept art (tell the visual story, we eat w our eyes first)
And just have fun! Man I am jealous, no time for games these days :/
stevekwon211|1 year ago
It’s too bad you don’t have time to play games these days haha. You should try making an indie game again someday! It’s never too late—when you feel like it, just jump in :)