I'm making a puzzle game where one player makes a puzzle, and other players attempt to solve the puzzle the first player made. The puzzles are a grid of squares that may contain different kinds of ...
I'm currently making a defense game where enemies will spawn and attack the player's army. It's similar to a Tower Defense game, except there is only one level. The enemies will keep spawning until ...
I'm looking at this article about pacing in entertainment and games. It suggests that all good entertainment roughly follows a pacing/engagement curve like Star Wars(below). I'm interested in how I ...
I've been toying with an idea for a game prototype where the player must defend against waves of enemies, but between each wave the enemies "evolve" to better combat whatever tactics the player is ...
In my game, the player starts with a set of equipment and unlike many other hack-and-slash RPG's, this base set of stuff never changes - the player never acquires a new weapon or armor. The only way ...
My game is an open-world co-op MMO with retro graphics, permadeath and no leveling system. The problem I'm facing, is the fact that I don't know how to make some monsters appear harder than others. ...
I have curious question about music rhythm based genre while I'm making a code for the game. Is it really better if I set a random pattern encountered on every music played or there is a specific ...
I'm writing a connect-three type game (think Chuzzle, but without all those nasty locks, and with no big chuzzles) and I'm trying to figure out how to increase the level of difficulty as play ...
I have a game with 4 difficulty levels (or levels of AI) and I'm wondering what to name them instead of the boring Easy, Normal, Hard, Impossible.
How is game difficulty typically tested or balanced so that there's a steady progression of difficulty; how do I ensure that no level is too difficult or too easy for its point in the game? Are play ...