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Posts by Greg/Tin Heart Interactive

Quantum Conundrum, a physics puzzle game with story.

Quantum Conundrum, a physics puzzle game with story.

#BiteSizeGameDesign Lesson 179: Voiceover adds characterization & fills gaps.

“Art is how we decorate space, music is how we decorate time." -Jean-Michel Basquiat
(In this case, music = narration)

Quantum Conundrum provided direction & world building by using V.O. work.
#GameDesign #GameDev

4 days ago 5 0 0 0
Costume quest was enjoyable adventure/turn-based RPG that was a ton of fun to explore.

Costume quest was enjoyable adventure/turn-based RPG that was a ton of fun to explore.

#BiteSizeGameDesign Lesson 178: Player preference can beat design or innovation.

It’s long debated.
Do you prefer to find your crowd or design for an audience?

Costume Quest hit a lot of the comedy/difficulty/mechanics that I personally really enjoy.
#GameDesign #GameDev

6 days ago 7 0 0 0
Managing ammo in Red Dead Redemption meant sometimes needing to switch to an alternate weapon at pivotal moments.

Managing ammo in Red Dead Redemption meant sometimes needing to switch to an alternate weapon at pivotal moments.

#BiteSizeGameDesign Lesson 177:
Game economy 101: Sources = Sinks.

Players need ‘sources’ of commodities AND
places to ‘sink’ (spend) them.

Red Dead Redemption: Undead Nightmare had limited ammunition, so it was a big decision to fire or give bullets away.
#GameDesign #GameDev

1 week ago 2 2 0 0
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was once New Amsterdam.

1 week ago 10375 1733 103 71
Harvest Moon: A Tale of Two Towns had a just a few more things to do per day than a player could reasonably handle. If it were fewer, they could do everything, if there were A LOT more options, players could focus their time on a subset of activities.

Harvest Moon: A Tale of Two Towns had a just a few more things to do per day than a player could reasonably handle. If it were fewer, they could do everything, if there were A LOT more options, players could focus their time on a subset of activities.

#BiteSizeGameDesign Lesson 176: Don’t ask players to go a bridge too far.

Harvest Moon: The Tale of Two Towns simultaneously had too many & too few things to do.

You could accomplish *almost* every task, or wander empty areas looking for random collectibles.
#GameDesign #GameDev

1 week ago 7 2 0 0
Preview
Confines of the Law by Tin Heart Interactive Play in your browser

You can play it here and now for free! tinheartinteractive.itch.io/confines-of-...

1 week ago 0 0 0 0
Here I am, dressed like a cowboy. Oversized sheriff badge and everything!

Here I am, dressed like a cowboy. Oversized sheriff badge and everything!

Sugar cookies in the shape of a cowboy hat, mustache, sheriff star, and cactus.

Sugar cookies in the shape of a cowboy hat, mustache, sheriff star, and cactus.

#BiteSizeGameDesign Lesson 175: Getting players to read is tricky.

People read all the time.
You’re reading right now!
But you didn’t think “reading”, you thought “see what's happening”.

I got players to stop & try Confines of the Law with costumes & cookies.
#GameDesign #GameDev

1 week ago 6 2 1 0
Middle Manager of Justice was a mobile game by Double Fine Productions, where players had to keep various districts in a city happy and free from crime.

Middle Manager of Justice was a mobile game by Double Fine Productions, where players had to keep various districts in a city happy and free from crime.

#BiteSizeGameDesign Lesson 174: Limit & pace spinning plates.

A “decay” mechanic (where things get worse when the player doesn’t interact) could make a feature compelling - or an overwhelming chore.

Middle Manager of Justice added districts (happiness meters) at a fine rate.
#GameDesign #GameDev

1 week ago 5 2 0 0
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A low-detail model of of a Big Daddy in BioShock.

A low-detail model of of a Big Daddy in BioShock.

#BiteSizeGameDesign Lesson 173: Improve performance with LODs.

Most players don’t notice the different Level Of Detail (LOD) 3D models shown at various distances.
They may call out "texture popping", but overall performance would be worse with a single model.
#GameDesign #GameDev

2 weeks ago 5 1 0 0
Beneath a Steel Sky was a point-and-click adventure game released in 1994.

Beneath a Steel Sky was a point-and-click adventure game released in 1994.

#BiteSizeGameDesign Lesson 172: Puzzle solutions should be one step from “normal”.

🥱 Easy: get key->open door
🔐 Player feels smart: improvise key->open door
😵 Convoluted: need key->get vegetable->do laundry->open door

Beneath A Steel Sky had well balanced puzzles.
#GameDesign #GameDev

2 weeks ago 5 2 0 0
Pokemon Picross for the 3DS was a puzzle game where you ended with various pokemon-themed pictures.

Pokemon Picross for the 3DS was a puzzle game where you ended with various pokemon-themed pictures.

#BiteSizeGameDesign Lesson 171: The best power-ups let players achieve new goals.

In Pokémon Picross, a benefit would have been to gain energy or earn bonus currency. The only bonuses makes puzzles easier, but…
solving puzzles is what players are there for.
#GameDesign #GameDev

2 weeks ago 9 2 0 0
Puzzle Swap was a mini-game on the Nintendo 3DS that benefited from StreetPass system to collect pieces. Players could only collect a few puzzle pieces before needing to assign them to their respective puzzles.

Puzzle Swap was a mini-game on the Nintendo 3DS that benefited from StreetPass system to collect pieces. Players could only collect a few puzzle pieces before needing to assign them to their respective puzzles.

#BiteSizeGameDesign Lesson 170: Put a manageable cap on repeat actions.

Players may love to collect things, they will hit a point where engaging with their backlog is overwhelming.

Puzzle Swap was limited to 10 pieces a time, encouraging frequent check-ins.
#GameDesign #GameDev

3 weeks ago 4 2 0 0
Duals! was built using Microsoft Kodu Game Lab as part of a 2-day educational class in Atlantic City, NJ. Two robots face off trying to destroy the other before being destroyed.

Duals! was built using Microsoft Kodu Game Lab as part of a 2-day educational class in Atlantic City, NJ. Two robots face off trying to destroy the other before being destroyed.

#BiteSizeGameDesign Lesson 169: Continue talking until the plan is clear.

Prepare to discuss your design with various disciplines & skill levels.
You may be trying to solve different problems.

I created Duals! as a teaching exercise for middle schoolers.
#GameDesign #GameDev

3 weeks ago 6 2 0 0
Gone Home feels like a space you understand and are familiar with by the end.

Gone Home feels like a space you understand and are familiar with by the end.

#BiteSizeGameDesign Lesson 168: Connect the start & end of your game.

Sounds simple, but think on it.
Regardless of re-writes & cuts, your game is going to have a beginning and an endgame.

Gone Home invites the players to make the unfamiliar seem like home.
#GameDesign #GameDev

4 weeks ago 3 2 0 0
Star Wars: Uprising had you collect gear to build a custom hero. It was a mobile game shut down in 2016.

Star Wars: Uprising had you collect gear to build a custom hero. It was a mobile game shut down in 2016.

#BiteSizeGameDesign Lesson 167: Speed up tedious, repeating actions.

Star Wars: Uprising had boxes to get gear.
The pre-animation for 1 box was the same as opening 5. For veteran players, it was quicker to open 5 at once. This holds true for crafting too.
#GameDesign #GameDev

4 weeks ago 8 3 0 0
4170 free SVG and PNG icons for your games or apps | Game-icons.net

i see so many little tiny game projects nowadays that look really cool but then have an AI disclaimer that's like "well i only used it for icons" or something

you don't have to do that. here.

game-icons.net

4000 free icons for your game. they all look fucking fantastic. don't use ai.

4 weeks ago 32 11 2 0
DomiNations, the mobile strategy game by Big Huge Games.

DomiNations, the mobile strategy game by Big Huge Games.

#BiteSizeGameDesign Lesson 166: You don’t need to be the best at your game.

It is *paramount* you play your own game... you just don’t need to top the leaderboard.

Your job is to know your systems & players.

I knew DomiNations inside & out, but couldn’t always 5⭐️ a battle.
#GameDesign #GameDev

1 month ago 1 0 0 0
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A megalodon wearing a sombrero, eye patch, gold chain, and ring piercing in the game Hungry Shark Evolution. Just as natured intended.

A megalodon wearing a sombrero, eye patch, gold chain, and ring piercing in the game Hungry Shark Evolution. Just as natured intended.

#BiteSizeGameDesign Lesson 165: Everybody likes hats! 🤠

Cosmetics show off individually & can encourage players to stick with your game.

Hungry Shark Evolution added in-game bonuses with equipped items; a smart move making the feature appealing to players.
#GameDesign #GameDev

1 month ago 5 2 0 0
Tiny Troopers for Windows PC.

Tiny Troopers for Windows PC.

#BiteSizeGameDesign Lesson 164: Attacking and movement are linked.

👣 Do combatants plant their feet?
↕️ Follow along a pre-set course?
🕹️ Are move & attack independent controls?

Tiny Troopers was click to move, but allowed you to fire at will in any direction.
#GameDesign #GameDev

1 month ago 10 2 0 0
Preview
Rite to Flight by Tin Heart Interactive A Point-and-Cluck Adventure

…and it’s Friday the 13th! You can play the whole spooky thing in your laptop/desktop browser here: tinheartinteractive.itch.io/rite-to-flight

1 month ago 0 0 0 0
Preview
True Spring Chickens: A Rite to Flight: a Point-and-Cluck Adventure Postmortem An <em>egg-cellent</em> look back at the successes and pitfalls of a team (comprised mostly of first-time game developers) as they create a short old-school point-and-click adventure game, using the G...

You can read the pun-filled analysis of the game here:
www.gamedeveloper.com/audio/true-s...

1 month ago 0 0 1 0
Rite to Flight is a mixed-media point-and-click adventure game.

Rite to Flight is a mixed-media point-and-click adventure game.

The team behind Rite to Flight showing the game off at a demo night hosted by the NJ chapter of the IGDA.

The team behind Rite to Flight showing the game off at a demo night hosted by the NJ chapter of the IGDA.

#BiteSizeGameDesign Lesson 163: Write a post mortem.

Rite to Flight: a Point-and-Cluck Adventure is a game I hold dear. I made it with friends: many who never made a game before.

Writing a postmortem helped us—and other devs—to identify pitfall & success.
#GameDesign #GameDev

1 month ago 5 1 1 0
Character Balance in Skylanders: More than the Numbers
Character Balance in Skylanders: More than the Numbers YouTube video by GDC Festival of Gaming

Check out his talk here: youtu.be/kC_Vnuk4GSU

1 month ago 0 0 0 0
Skylanders had entertaining encounters for players of all ages.

Skylanders had entertaining encounters for players of all ages.

#BiteSizeGameDesign Lesson 162: Balance encounters by mixing enemy types.

Robert Gallerani had a great GDC talk about balance.
🍿🍿🍿
The term ‘popcorn’ (enemies destroyed with just 1 hit) works so well as something fun to sprinkle in among other enemies.
#GameDesign #GameDev

1 month ago 4 1 1 0
the LEGO game series has "Story Mode" and "Freeplay Mode" where different abilities can be used.

the LEGO game series has "Story Mode" and "Freeplay Mode" where different abilities can be used.

#BiteSizeGameDesign Lesson 161: Make replayability evident.

Players get 2 moments:
🛠️ getting the upgrade
✅ using the upgrade.

LEGO Jurassic World (like all LEGO games) does great at highlighting where tools can be used - even if not currently at the player’s disposal.
#GameDesign #GameDev

1 month ago 4 1 0 0
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Sorry for the broken link! Old force of habit.

Candystand was taken offline in 2015.

RIP to a real one.

1 month ago 0 0 0 0
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#BiteSizeGameDesign Lesson 160: Whole numbers are easier than decimals to understand.

Put a zero in the ones or tens place for balance flexibility.

Dealing
10 DMG vs 100 HP
feels BETTER than
1 DMG vs 10 HP.

I enjoyed balancing the ticket economy for Candystand.com
#GameDesign #GameDev

1 month ago 5 1 1 0
PAC-MAN 256 was a neat take on endless play of the classic Pac-Man mechanic.

PAC-MAN 256 was a neat take on endless play of the classic Pac-Man mechanic.

#BiteSizeGameDesign Lesson 159: Return to normal play between power-ups.

While PAC-MAN 256 had many power-ups, players could only use one at a time.
If one is active, places where power-up options occur are replaced with time extensions to the current power.
#GameDesign #GameDev

1 month ago 6 1 0 0
A screenshot from The Stanley Parable Demonstration. It has a wall of buttons, inviting the player to choose just one.

A screenshot from The Stanley Parable Demonstration. It has a wall of buttons, inviting the player to choose just one.

#BiteSizeGameDesign Lesson 158: Players don’t know what’s under the hood.

Games *appear* as infinite possibility machines-but are really just cascading if-then statements.

The Stanley Parable Demonstration’s narration had the appearance more *could* happen.
#GameDesign #GameDev

1 month ago 5 1 0 0
In the game 'Press X to be okay' you need to be pushing that x button.

In the game 'Press X to be okay' you need to be pushing that x button.

#BiteSizeGameDesign Lesson 157: There is an experience happening above the controller.

I first heard this from Frank Lantz at an NYU event, but it’s the core part of Press X to Be Okay.

The stress isn’t on the screen, it’s in the input.
And the stress is real.
#GameDesign #GameDev

1 month ago 2 1 0 0