01 Apr 2016

Hyper Light Drifter and the Growing Problem of Indie Games Being Too Hard

I’ve been grumbling from my soap box for weeks that indie games are too hard. Rock, Paper, Shotgun has recently echoed my sentiments to a much larger audience and I have to say that I think it deserves the signal boost. I think there’s a lack of quality control and

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18 Feb 2016

[GCS]Designing difficulty into your game: Variance. Part 1 of 3

When adjusting difficulty, there’s much more than observing how hard or soft an enemy hits a player-character. Enemy strength matters, but games usually have too much complexity. Viewing difficulty in your game as only one dial to be cranked up or down is insufficient. Difficulty can be looked at as something that

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19 May 2015

Hammerwatch and the Awesomesauce of Starting With a Slower Moving Character

Hammerwatch is an arcade-y indie dungeon crawler that starts simple, is easy to grasp, but treads into deeper waters. I wish I could write that sentence about most games. It sounds simple and explains the idea behind many games in any genre, but for today’s fascination with hardcore and challenging games, Hammerwatch

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