I'm not really a fan of progression systems much, especially where it's all just "stats-based" progression where you just arbitrarily make your character OP as hell by boosting them up to max. Also not a fan of "unlocking moves" for characters. I...
One week to launch, that's gotta feel kinda unreal lol. I went back to the first page and it's crazy how far the game has come from that early prototype. Hope the launch goes smoothly man!
The concepts of some aesthetics have pushed game design in ways we really need more of. I especially see it a lot with mech games, which truly push some of the genres they are into push for some real cool stuff.
Y know I wish more games in other genres did stuff with newer concepts like "Megastructures" and went into a bit more abstract level design as seen in liminal space games.
What are some design concepts or ways games are designed do you all prefer?
I am a firm lover and believer of the bottom-up approach where you design the game with the set mechanics and you design the game's interactions through actual practice...
Let's discuss what makes good game design in this thread.
We're not talking sensory or emotional feel elements, that is the icing on top of a well-designed game.
What do you think is good game design? What do the mechanics do that make a...
Hey just wanna say to whoever wishlisted my game that I really do appreciate it. I don't get a lot of support as a beginner dev and my game is a bit out there in terms of difficulty, but I really am thankful for your support.