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(+1)

from a dev point of view..... you sound like a new game writer ....


1 - do a test game that showcases any ONE aspect ...

2 - follow up with multiple showcases that show JUST ONE other aspect ...

3 - if the flow is working, combine them ...

*******************

another way to go about this is via level progression:

1 - pick YOUR favorite aspect and make the test and call this Level 1

2 - pick your 2nd favorite and do a Level 2 ... and repeat for each aspect.

This gives you time to see what works and what doesn't ...

FOLLOW the FUN ... If something is not "fun to do" or "a hassle"

drop it! and add something else... If needed, you can add it in later.

(+1)

im doing more of an experimentation. see what sounds and plays well for a game.
your tips are very helpful and i am considering on FOCUSING one aspect at a time

after that i focus on the other aspects and combine them and polish them in order to play and work together.

(+1)

I did run into a similar problem with my current game ... hex based ... Where I could not decide on what the interface should be or how the game should be played .... I had ideas, but the "Game" had other ideas... My original plan was each player "Picks up a Unit and drops it in a new location" but that was not what the "Game" permitted. The game basically told me to make a system of "programming" the moves and then all units/players move at the same time. This eliminated the need for an "Undo" option and simplifies multiplayer interactions... An additional benefit is having not been done before ....


That seems to be where you are trying to go ... something not done before.  Listen to your game ... it will tell you what works or what is needed.

yea. that's what i feel like doing. a game that's never been done before.
then the game will tell me what stuff needs to change.