med-mastodon.com is one of the many independent Mastodon servers you can use to participate in the fediverse.
Medical community on Mastodon

Administered by:

Server stats:

416
active users

#gamedesign

3 posts3 participants1 post today

🌸 Ready for a delightful afternoon of IRL connection and conversation in VanCity?

Join me for a Tea Social where we dive into all things #UXDesign, Marketing Psychology, #ProductManagement, and Game Dev!

Chat with Fernanda Nauata #GameDesign expert this Sunday, May 11th, from 1:00 PM to 3:00 PM PDT.

Let's sip tea, share stories, and build our amazing community!
You can check out all the details and RSVP below.

lu.ma/5so4marf

Found some time to blog lately and wrote about map distances being misleading, how the sense of space is much more about travel time than the physical distance

cxong.github.io/2025/04/the-ma

This seems obvious but time and time again maps mislead us - the map is not the territory, particularly when modes of transport are considered. There's some useful tips for #gamedev too here - fast travel / shortcuts make players feel powerful, and is a great way to do player progression.

Hi, I'm Jean! After being here for a year without one, it's time for an #introduction.

I'm a #gamedesign student. Most recently I've been working on a team of 22 amazing people, developing an Alice in Wonderland-themed roguelike.

I'm a quiet person and tend to think slowly. I like being in the sun and reading fiction. For fiction, usually comedy but lately action-romance. I do cooking and baking although my favorite is eating. My other interests include writing, accessibility, and mermaids.

I'm compiling a list of #solarpunk #gameDesign and #gameDev resources for the participants of the latest Day Zero: Solarpunk Game Jam

board.net/p/r.2a0734bb767c0f67

Would you add anything to the list?

The games themselves are in the first post linked.

More on the jam: itch.io/jam/day-zero-games-sol - video games only, non-violent, climate-based.

board.netboard.net

Game dev advice.

Start with a design incredibly niche and unique, build a quick game-jam version, run some playtests, and then use known standard systems to smooth over the parts of your design that didn't end up working out.

If you start with or only use known standard systems, your game is bland and uninteresting.

If you keep mechanics that are difficult to parse, you'll make an artistically rich game that most players will bounce off of.

IGN points out that Xenoblade Chronicles X has enemies that will ignore you as long as you do not attack them. That's an interesting mechanic indeed and one that I only saw in Final Fantasy XIII so far and it was confusing at first since it was only introduced after dozens of hours. Horizon has something similar with enemies that will flee.
Gameranx recently made a video about games where enemies can get scared and run away. That's another example of more interesting enemy mechanics.
#gameDesign

Continued thread

[P] This video explains the sickness of modern gamedev. See, back in the day, the game shown in the linked video would've done well for itself. I base this on a madball, bonkers little title called Vangers. There is nothing else like Vangers in existence. And there was a LOT of that back then! It's unimaginable today, and... I miss it even more now having partaken of the project with my partner. The mainstream and capitalism killed that era dead.

#psychology #videogames #gamedev #gamedesign

-6

Continued thread

[P] In order for a game to succeed, it has to fit into one of those popular storefront tags. It hss to be so much this genre, so much that setting. It was different in the untamed era, no one knew what a video game was, so all kinds of utter madness was thrown together in the hopes of maybe getting a video game out of it in the end. It was madness. And without taking that journey my partner and I have? You just can't understand.

#psychology #videogames #gamedev #gamedesign

-5

Continued thread

[P] Even indies now have fallen into this comfortable taxonomy, and when one of the genres loses market appeal it just... fades away, leaving a hole where one will nwver see games like those again, all but once in a blue moon when some dev decides to recreate something from that forgotten time. Then it's gone again, because there'd be no market appeal for that title. So even indie devs must chase this taxonomy to succeed.

#psychology #videogames #gamedev #gamedesign

-4

Continued thread

[P] My partner and I have been playing games year-by-year from 1990, the goal is to experience as much as possible from computers and consoles alike. It's a graveyard of ideas and genres! It's so easy to find something from the period of 1990 to '06 (which was when the mainstream domestication of video games set in with the PS360 era) where there's nothing else like it. "Oh, it's still like that!" you might say, but no, it isn't! You don't know.

#psychology #videogames #gamedev #gamedesign

-3

Continued thread

[P] The untamed era can never be again, there's this domestication where one has to fall into one of a few boxes or it's a failure before it began. And this insipid taxidermy has poisoned even indie games. It's so easy to think that this is rose-coloured glasses, nostalgia, but I have a couple of solid counters for. The first is that I'm autistic, I've never really experienced nostalgia. The second of which is... the project!

#psychology #videogames #gamedev #gamedesign

-2

[P] This is... really illuminating, but incredibly depressing at the same time.

youtu.be/epQWTNp-QW4

This perfectly articulates everything wrong with the modern game market—from my perspective. I'd say "the dev took wrong lessons away from this" but... they didn't. It's only wrong for me, and what I want out of games. The majority can be homogeneous, that's why we have words like 'mainstream' and 'status quo.' And, well...

#psychology #videogames #gamedev #gamedesign

-1

Turns out using a tarot deck, instead a normal set of card, solved a few problems.

This is a french deck, but it should work equaly well with different kind of deck like a Rider Waite one.

So happy to finally have an elegant prototype of that solo game.

Would anyone be interested to playtest it when we have the rules in document (in the next week) ?

(The next version will have cards arranged differently than in the second picture for obvious reasons)
#Playtest #GameDesign #Tarot #SoloGame

Game design tip. Half of all players don't read tutorial text. Trust me, I have seen a LOT of playtests.

If you depend on it, half of your players will ignore it and fail.

Making something intuitive or tricking your players through level design to learn how to do something is the most consistent way to teach things.

You should keep the tutorial text, but treat it as optional if possible and use images. It's just a slice of the tutorial, not the whole pie.