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🚨It´s never too late to save the Universe. It only takes one photo to open the portal. 👾
#scifi #gamedev #solodev #pad #indiegamedev #gamemechanics #aftereffects #environmentdesign #conceptart #worldbuilding #scifiart #gameart #solodev #photoshop #mixedreality #digitalart #futuretech #props #photo

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Implemented player camera movement. Now walking doesn’t feel like just a camera anymore — it actually feels real. 🤗 #fps #gameplay #gamedev #indiedev #godot #godotEngine #SteamGame #roguelike #gamemechanics #cameramovement #playercontroller

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Ain't that fun? An older bug, but maybe even a game of its own... 🙃

#gamedev #solodev #gamemechanics #wishlistwednesday

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Game: “Die?”
Player: presses
Game: “Really?”
Player: presses again
...
aaaaaaaaaaand… there go the animations 💀
💀
#indiedev #indiegame #gamemechanics

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#Foundryon is an #urban #scifi hunt #MixedReality 🌎 #game 📍Post a photograph 📸 of a #location to r/foundryon & unlock the gate to another dimension 🪐

#gamedev #solodev #vibecoded #urbex #photography #scifi #buildinpublic #gamedesing #gamemechanics #timetravel #GameArchitecture #WorldBuilding

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Knoxville's annual Protospiel is this month, April 17-19th! Badges for designers, play-testers, and publishers are available now! tabletop.events/conventions/...

#boardgamedesign #prototype #protspiel #knoxville #april #boardgamecommunity #boardgames #playtest #gamedesign #gamemechanics #tennessee

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Modern RPGs and Skill Progression — Scott Fine Game Design This time we’ll be taking a look at a few different RPG leveling systems, and more specifically how they relate to skills. Some light spoilers going forward for Pokemon games, Diablo 4, and Starfield.

Games that take different approaches to level-based skill systems they need to work with their core gameplay loops, not against them.

Some examples are Pokemon, Diablo 4, & Starfield.

scottfinegamedesign.com/design-blog/...

#GameDevelopment #UserExperience #GameMechanics

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Year 61, Spring. The storehouse is full, but the "Generous Day" brings a crowd to the granary.

The tension between Primitive safety and Religious doctrine is peaking. How we distribute this surplus will define the next generation's structural coupling.

#indiegames #strategy #gamemechanics

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Today I want to talk about Coins.

At first, they may not sound like a real mechanic. Just currency, right? Rerolls, shops, small stuff like that. But in our game, Coins are actually a big part of how you control the run.

They matter when you need a specific symbol for a quest, and it just won’t drop. For example, if that symbol gives 5 quest points and you still have 6 spins left, getting it in time can mean 30 extra points. On early Random Run levels, that can be around 7–10% of the target score just from one good decision.

They also matter when you level up. A reroll there can change a lot: which active skill you take, which attribute you upgrade, and how your whole build develops after that.

And then there are shops. Sometimes the exact symbol, item, or follower you need is right there. If you have the Coins, you can instantly boost your build. If not, you just watch the opportunity pass by.

So yes, Coins are your main way to turn randomness in your favor. Or, to put it in slightly more honest terms, it works a bit like real life: with enough money, you can buy followers, buy items, and sometimes even “accidentally” end up with the skill you wanted all along.

That’s why Coins are not just a small utility resource. They are one of the main tools that let you manage chaos instead of just hoping for the best.

Today I want to talk about Coins. At first, they may not sound like a real mechanic. Just currency, right? Rerolls, shops, small stuff like that. But in our game, Coins are actually a big part of how you control the run. They matter when you need a specific symbol for a quest, and it just won’t drop. For example, if that symbol gives 5 quest points and you still have 6 spins left, getting it in time can mean 30 extra points. On early Random Run levels, that can be around 7–10% of the target score just from one good decision. They also matter when you level up. A reroll there can change a lot: which active skill you take, which attribute you upgrade, and how your whole build develops after that. And then there are shops. Sometimes the exact symbol, item, or follower you need is right there. If you have the Coins, you can instantly boost your build. If not, you just watch the opportunity pass by. So yes, Coins are your main way to turn randomness in your favor. Or, to put it in slightly more honest terms, it works a bit like real life: with enough money, you can buy followers, buy items, and sometimes even “accidentally” end up with the skill you wanted all along. That’s why Coins are not just a small utility resource. They are one of the main tools that let you manage chaos instead of just hoping for the best.

Today, we want to talk about Coins in Re: Spin. Die. Repeat.

They’re more than just currency: Coins let you reroll, grab key symbols, buy followers and items, and bend randomness a little in your favor -- just like real life.

Read more in +ALT

#gamedev #indiedev #roguelike #devlog #GameMechanics

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So, Threat.

We added it as a reflection of how dangerous the world currently is. You know how it works in many isekai stories. The stronger the chaos, the more things crawl out of somewhere deeply unsanitary. Caves, dungeons.., the tax office.

In our case, they crawl out as card replacements after spins.

Threat Points come from monster symbols, statuses, and certain synergies that your therapist would call “red flags.” Gather enough, and your Threat Level rises. Every level replaces one of your symbol choices after a spin with a monster or an instance. The card shows up in red, which is the game politely saying, “You might not like this, and this is intentional”.

Taking that card reduces the Threat Level by one.

Which sounds good… until you realize monsters eat synergies the way slimes eat beginners (in our game, they do not, but slimegirls do, but only in the story, not on the playfield, at least now). Ignore them, though, and the Threat keeps rising. Fewer options. Worse builds. Sad spinning.

So sometimes, you take the monster early, before it becomes a midlife crisis.  And sometimes of sometimes it’s even helpful, e.g., a dungeon appears, and you happen to have adventurers who would love to loot it. Convenient, everyone wins.

Unless, of course, you’re not the noble hero from another world.

Sometimes you are… <redacted>.

And then? Filling your board with monsters isn’t just fine... I would say it’s character development.

So, Threat. We added it as a reflection of how dangerous the world currently is. You know how it works in many isekai stories. The stronger the chaos, the more things crawl out of somewhere deeply unsanitary. Caves, dungeons.., the tax office. In our case, they crawl out as card replacements after spins. Threat Points come from monster symbols, statuses, and certain synergies that your therapist would call “red flags.” Gather enough, and your Threat Level rises. Every level replaces one of your symbol choices after a spin with a monster or an instance. The card shows up in red, which is the game politely saying, “You might not like this, and this is intentional”. Taking that card reduces the Threat Level by one. Which sounds good… until you realize monsters eat synergies the way slimes eat beginners (in our game, they do not, but slimegirls do, but only in the story, not on the playfield, at least now). Ignore them, though, and the Threat keeps rising. Fewer options. Worse builds. Sad spinning. So sometimes, you take the monster early, before it becomes a midlife crisis. And sometimes of sometimes it’s even helpful, e.g., a dungeon appears, and you happen to have adventurers who would love to loot it. Convenient, everyone wins. Unless, of course, you’re not the noble hero from another world. Sometimes you are… <redacted>. And then? Filling your board with monsters isn’t just fine... I would say it’s character development.

Hey, have a great day!

Today is Tuesday, so over coffee, I want to tell you about the Threat mechanic in our game. Sometimes it gets in your way, and sometimes you can be the troublemaker yourself 👹

More in the image alt text.

#gamedev #indiedev #devlog #roguelike #GameMechanics

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In this RPG, you don't pick dialogue-you negotiate it

#gamedev #indiegamedev #godot4 #coding #programmer #rpg #fantasygame #aisoftware #claudenative #gamemechanics #devlog

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In a lot of games similar to ours, any extra score you earn carries forward to the next levels. If you play well, this can create a “snowball” moment where, halfway through a run, you already know you’ll win. From that point on, it’s just a matter of time, which is long and boring.

We wanted to avoid that. And since our whole theme is isekai and reincarnation, we decided that score should not carry over to the next stage.

But that created a different problem. On higher difficulties, you could end up losing because you were short by just a few points, even though you massively overperformed on the previous level. That felt unfair and annoying.

That’s where Health comes in. It fits the world, it saves you from those “I was 2 points short” losses, and it still doesn’t let you coast forever. You can’t under-score by a lot, and you can’t keep missing the target by a little every time either, because sooner or later your Health runs out.

That’s the idea behind the mechanic.

In a lot of games similar to ours, any extra score you earn carries forward to the next levels. If you play well, this can create a “snowball” moment where, halfway through a run, you already know you’ll win. From that point on, it’s just a matter of time, which is long and boring. We wanted to avoid that. And since our whole theme is isekai and reincarnation, we decided that score should not carry over to the next stage. But that created a different problem. On higher difficulties, you could end up losing because you were short by just a few points, even though you massively overperformed on the previous level. That felt unfair and annoying. That’s where Health comes in. It fits the world, it saves you from those “I was 2 points short” losses, and it still doesn’t let you coast forever. You can’t under-score by a lot, and you can’t keep missing the target by a little every time either, because sooner or later your Health runs out. That’s the idea behind the mechanic.

Have a great end to your day!

Today, we’re sharing the Health mechanic, which helps when you’re just a few points short of clearing a level, and was made as part of a system that prevents building a score buffer.

More in the image alt text.

#gamedev #indiedev #roguelike #GameMechanics

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Ever wondered how the Exchange system works in Yomi 2?

Each turn, swap a card in your hand with one in your discard — as long as both have the Exchange symbol. Simple move, massive strategic depth.

#Yomi2 #TabletopGaming #CardStrategy #GameMechanics

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Before they came we thought they'd be friendly. We were wrong...
www.nextplayergames.com/sod
Story by @ariekaplan.bsky.social , Art by @chernabog1988.bsky.social
#nextplayergames #ShadowsofDawn #GameDev #Gamemechanics #FPS #RPG #gamedevelopement #gamedev #Creative #art #UE #UE5 #indiedev

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Check out the awesome world of Shadows of Dawn!
www.nextplayergames.com/sod
#nextplayergames #ShadowsofDawn #GameDev #Gamemechanics #FPS #RPG #gamedevelopement #gamedev #Creative #art #UE #UE5 #indiedev

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🎲 Evoluir perícias fracas para mais chance de sucesso ou focar nas fortes para ganhos maiores?
A tendência é o equilíbrio, mas a estratégia define seu poder.
Leia mais em rpgnext.com.br
Apoie em apoia.se/rpgnext
@apoiase
#RPG #GameDev #apoiase #RPG #GameDev #GameMechanics #StrategyGame #RPGNext

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I spent a long time trying to set up this mechanic… and finally it works!
Now the RC car can drag objects with a rope - it looks pretty fun, and I’m honestly a bit scared to imagine how many different gameplay mechanics I can come up with using this 😄 #gamedev #gamemechanics #indiegame #fun #rope

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Puzzles, hidden switches, in an ancient sewer system...
There’s something so satisfying about the "click" of a rotating wheel or finally smashing through a blocked path.
#SecretsOfTempleIsle #IndieDev #PuzzleSolving #AdventureGame #RobloxStyle #SoloDev #GameMechanics

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Explosions Everywhere! #WW1In #gamedevblog #gaming #gamedesign #indiegamedev  #gamedev #gaming #ww1
Explosions Everywhere! #WW1In #gamedevblog #gaming #gamedesign #indiegamedev #gamedev #gaming #ww1 YouTube video by PeggyDogGames

Explosions Everywhere!

Wishlist On Steam:
store.steampowered.com/app/4172970/...

#WW1GameDev #GameDevelopment #IndieGameDev #HistoricalGames #WW1Gaming #GameDesign #UnrealEngine #GameDevCommunity #GameDevLife #IndieDev #WarGames #GameMechanics #GameGraphics #GameInnovation #BlueskyGaming

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Here’s a clip from the fight! Three attack types: regular, jump, and sprint. If you’re into it, wishlist in bio.#indiedev #indiegame #gamedev #gameplay #combat #actiongame #gamemechanics #wip #steam #steamwishlist #wishlist

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Check out Shadows of Dawn and become part of our community!
www.nextplayergames.com/sod
#nextplayergames #ShadowsofDawn #GameDev #Gamemechanics #FPS #RPG #gamedevelopement #gamedev #Creative #art #UE #UE5

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Check out the awesome world of Shadows of Dawn!
www.nextplayergames.com/sod
#nextplayergames #ShadowsofDawn #GameDev #Gamemechanics #FPS #RPG #gamedevelopement #gamedev #Creative #art #UE #UE5

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SAVE YOURSELVES!  #ww1game #indiegamedev #historicalgaming #worldwar1 #gamedevelopment #gamedevblog
SAVE YOURSELVES! #ww1game #indiegamedev #historicalgaming #worldwar1 #gamedevelopment #gamedevblog YouTube video by PeggyDogGames

Save Yourselves!

Wishlist On Steam:
store.steampowered.com/app/4172970/...
#WW1GameDev #GameDevelopment #IndieGameDev #HistoricalGames #WW1Gaming #GameDesign #UnrealEngine #GameDevCommunity #GameDevLife #GamingHistory #WarGames #GameNarrative #GameMechanics #VirtualHistory #IndieDev #GamingCulture

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#charactercreation #ttrpgtok #ttrpg #TTRPGCommunity #gamemechanics fraggingunicorns.com/shop/p/subversion-core-rulebook

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#charactercreation #ttrpgtok #ttrpg #TTRPGCommunity #gamemechanics fraggingunicorns.com/shop/p/subversion-core-rulebook

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#ttrpg #TTRPGCommunity #dice #gamemechanics #subversion www.fraggingunicorns.com/shop/p/subve...

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Me: “This mechanic should feel stressful.”

Player hands: *sweaty*

Player brain: “WHY AM I LIKE THIS.”

Me: “Excellent.” 😌🧠

#NarrativeDesign #EmotionalDesign #GameMechanics #GameWriting #GameDev

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Check out the awesome world of Shadows of Dawn!
www.nextplayergames.com/sod
#nextplayergames #ShadowsofDawn #GameDev #Gamemechanics #FPS #RPG #gamedevelopement #gamedev #Creative #art #UE #UE5

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How 7 Genshin Impact Elements Support Different Roles To truly conquer the world of Teyvat, you must understand the mechanics of Genshin Impact elements. Simple button mashing will fail against high-level bosses that demand a deep knowledge of magical interactions. A video game top-up shop like BuffBuff lets you easily stock up on resources for the latest banners, but this alone won’t clear […] Post How 7 Genshin Impact Elements Support Different Roles at Root-Nation.com.

How 7 Genshin Impact Elements Support Different Roles #GenshinImpact #Teyvat #Gaming #VideoGames #GameMechanics

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Cubes now finally switch properly between dimensions!

Looking forward to build some cool puzzles for the playable demo with this! 😋
Stay tuned for the demo announcement! 🤖

#PuzzleGame #GameMechanics #GameDesign #IndiePuzzle #LevelDesign #Prototype #Godot #PuzzleGames

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