In Project Arcmör, a minor incident prevents your ship from beginning the rewarding challenge of colonizing a new planet.
Are you expendable enough to solve the problem?
In Project Arcmör, a minor incident prevents your ship from beginning the rewarding challenge of colonizing a new planet.
Are you expendable enough to solve the problem?
Inside the art and theory of narrative design for games: 4 narrative elements that can help a game's mechanics feel more meaningful to players, making the difference between playable games and great games.
Over at CRPG Addict, a game from the '90s raises some relevant questions for present-day designers.
https://crpgaddict.blogspot.com/2026/03/star-trail-plunder-and-lightning.html
“On our phones, the principle of familiarity is merging with flow to produce a new kind of high-tech passivity that resembles the experience of flow without fulfilling the meaning of it.”
https://www.derekthompson.org/p/how-zombie-flow-took-over-culture
Truck Quest is a choice-based text adventure about hauling military-grade narcotics to the megachurches of Bean Station and driving flammable poultry to the casinos of Inverness.
It only takes one low-budget truck (and one high-interest loan) to start your own delivery service.
How do you classify games? One way is by looking at the relationship between a game's disk size and the number of people in its credits.
I/O systems in Unreal can avoid mountains of special-case, duplicate code.
https://www.joewintergreen.com/i-o-systems-for-level-scripting/
Pushing Loyal People: It's the direct result of one too many reorgs.
Games can take different approaches to level-based skill systems, but they need to work with their core gameplay loops rather than against them.
Pokemon, Diablo 4, and Starfield are each examples that promote different types of interactions.
https://scottfinegamedesign.com/design-blog/2024/1/7/diabloxstarfield
🎹 #16bit piece of #music for your #indiegames or other projects in the style of #SNES 🎶