I remember when we first tested Rune Quest pen & paper RPG. The game had different hit locations (arms, torso, head, legs), and hitting certain locations might make the limb useless. Also, the game provided a “realistic” system where your… Continue Reading
I’ve played the NHL ’11 demo a few times, and I had some mixed feelings about the whole game – and thought how “new versions are made in the big world”. One major difference to indie world is that if… Continue Reading
I just heard one guy saying: I ask, “how can I add zombies to this?” Classic. Besides that, I think much about “what kind of game I want to experience?” You?
“And hey, this music would be just perfect!” If you ever think that your game’s theme is “too weird”, just think of what Mario Bros really is about.
Several other fellow indies are blogging about quality over quantity. Cliff Harris writes about “size doesn’t matter” and 2D Boy posted a blog post about Too Short. This reminded me about one thing: when after finishing a game I think… Continue Reading
I bought a board game called Space Alert and there’s one thing that made the game feel bit like a video game. Realtime cooperation under a deadline. In Space Alert, you have a crew of people (players) protecting a space… Continue Reading
One Finnish tv channel was broadcasting Star Wars Episode V, and I chose to watch it again. I don’t know how many times I’ve seen it (probably a few times I think) and don’t know how many years it has… Continue Reading
Shooting. Combat. Kicking. Punching. Fights. Bombs. War. Violence. That’s how conflicts are created in video games so often. And I’m not talking about zombie games here. I’m talking about games in general. One way or another, it’s so often that… Continue Reading
Bit over two years ago I wrote about choosing core values for game projects (after hearing this from somewhere). In this week, I used this principle to help me find a good theme for my traitor game project. The principle… Continue Reading
I’ve mentioned earlier in my Dead Wake post mortem (part 2) that one should not buy stuff he is not going to use. (While developing Dead Wake, I believe I bought many unused art content packs – just for the… Continue Reading