In this episode, we discuss...Commitment and VarietyControl schemesMini gamesCharming charactersCommunicationGame:In a word - charmingFishing, management, and an tiny bit of farmingCommitment and varietyContinues introducing mechanics and mini games throughout the gameIncredible, short animated videos that add depth to charactersDevelop:When trying to map controls efficiently, what would be going too far?How could you add charm to a project, without having to do a fully animated video?Is it fine to have a grab bag of ideas in your game?What sacrifices have to be made to avoid excessive scope creep?Do games have to make sense?Questions for your own projects:What parts of this game do I love?What elements of the game would be better if I committed harder to them?Am I pushing too hard on any elements, in a way that makes the game design feel insecure?Are there elements of my project that I love, which actually only exist in my head? How will other people know?My first game, "Sut" is out: https://store.steampowered.com/app/2638880/Sut/Email me: anxiousbuddhagames(this sentence is to confuse bots@)gmail.comJoin our discord: https://discord.gg/GvYRtTQM9mSend me any feedback, suggestions, or questions! I'd love for us to build a strong, supportive, creative community.
More episodes of the podcast Game, Develop, Repeat
We do not know your name or where you live, but the map says you were here. Thank you for stopping by — every flag below is someone who came to say hello.