Increase Interactivity by “Shrinking” Your Game

The Fire Emblem series is one of the gold standards for tactics games. In this series, a human and computer take turns to move characters on a grid with the hopes of winning battles through careful positioning. It isn’t uncommon for these characters to have movement ranges of 7 and higher, especially if the character […]

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Patch Quest Design Goals

When you’re working on a big, long-term project it helps to have some clear design goals. These goals act like a compass, keeping you on-course even when the path ahead is unclear. With Patch Quest, I have three goals I want to balance. The game needs to be flexible, meaning it can support a wide […]

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