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Three kinds of empty, and why my game's empty states were lying
IdleCultivation
IdleCultivation
IdleCultivation
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Oct 30
Three kinds of empty, and why my game's empty states were lying
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ux
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gamedesign
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indiedev
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devlog
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4 min read
Lightning that reads as real, and a storm that finally costs something
IdleCultivation
IdleCultivation
IdleCultivation
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Oct 29
Lightning that reads as real, and a storm that finally costs something
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gamedesign
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vfx
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indiedev
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devlog
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4 min read
Nobody saw the flying sword, so I redesigned the first sky crossing
IdleCultivation
IdleCultivation
IdleCultivation
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Oct 28
Nobody saw the flying sword, so I redesigned the first sky crossing
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gamedesign
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ux
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indiedev
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devlog
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4 min read
The Blood of Dawnwalker Update 1.1, Explained: Respec, the New Difficulty Lineup, and What 1,100+ Fixes Actually Changed
david deng
david deng
david deng
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Oct 28
The Blood of Dawnwalker Update 1.1, Explained: Respec, the New Difficulty Lineup, and What 1,100+ Fixes Actually Changed
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gamedev
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gamedesign
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rpg
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guides
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4 min read
Branching quest text keeps assuming you took the other road
IdleCultivation
IdleCultivation
IdleCultivation
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Oct 27
Branching quest text keeps assuming you took the other road
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gamedesign
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writing
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narrative
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devlog
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4 min read
Designing old age and death in an idle game, without the skull
IdleCultivation
IdleCultivation
IdleCultivation
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Oct 27
Designing old age and death in an idle game, without the skull
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gamedesign
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writing
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indiedev
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devlog
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4 min read
Battle Pass Design: How to Build a Pass Players Like
A Plus Games Studio
A Plus Games Studio
A Plus Games Studio
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Oct 27
Battle Pass Design: How to Build a Pass Players Like
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gamedev
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gamedesign
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mobile
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monetization
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4 min read
How to Make a Horror Game: Design Techniques That Work
A Plus Games Studio
A Plus Games Studio
A Plus Games Studio
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Oct 27
How to Make a Horror Game: Design Techniques That Work
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gamedev
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gamedesign
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indiedev
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horror
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4 min read
Cozy Game Design: How to Make a Relaxing Game Players Love
A Plus Games Studio
A Plus Games Studio
A Plus Games Studio
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Oct 27
Cozy Game Design: How to Make a Relaxing Game Players Love
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gamedev
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gamedesign
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indiedev
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design
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4 min read
"Writing game quests: a stake up front, an afterglow at turn-in"
IdleCultivation
IdleCultivation
IdleCultivation
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Oct 25
"Writing game quests: a stake up front, an afterglow at turn-in"
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gamedesign
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writing
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indiedev
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devlog
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4 min read
"Procedural generation in games: where the scatter has to stop"
IdleCultivation
IdleCultivation
IdleCultivation
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Oct 25
"Procedural generation in games: where the scatter has to stop"
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gamedesign
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procgen
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indiedev
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devlog
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4 min read
"Minute 42: notes from a game pacing design pass with a stopwatch"
IdleCultivation
IdleCultivation
IdleCultivation
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Oct 25
"Minute 42: notes from a game pacing design pass with a stopwatch"
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gamedesign
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playtesting
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indiedev
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devlog
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4 min read
"Game feel design: making an idle game notice the player's big moments"
IdleCultivation
IdleCultivation
IdleCultivation
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Oct 25
"Game feel design: making an idle game notice the player's big moments"
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gamedesign
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gamefeel
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indiedev
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devlog
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4 min read
"A week of idle RPG balancing: percentage damage reduction had to go"
IdleCultivation
IdleCultivation
IdleCultivation
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Oct 25
"A week of idle RPG balancing: percentage damage reduction had to go"
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gamedesign
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balancing
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indiedev
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devlog
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4 min read
Level design lessons from the first tile a player stands on
IdleCultivation
IdleCultivation
IdleCultivation
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Oct 25
Level design lessons from the first tile a player stands on
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gamedesign
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leveldesign
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indiedev
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devlog
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4 min read
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