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The feel of the interface matters. #gamedesign #helsingsfire

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Pacing level progression isn’t just about adding more challenge. It’s also about giving players time to relax. #gamedesign #helsingsfire

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I often start my experimentation for puzzle games by making levels semi-randomly, but that’s just for exploration. Heuristics quickly appear that provide scaffolds for future generations of levels. #gamedesign #helsingsfire

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Lights are something that players intuitively understand and have an obvious and visible effect on a scene. The way light radiates from a source doesn’t need lots of explanation, and having monsters respond to light and darkness just makes sense. #gamedesign #helsingsfire

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Helsing’s Fire is a great old game that I feel has been forgotten. There was a boom in innovative puzzle games in the early mobile days but the industry has pivoted so hard since then. I fear that some of these worthy ideas don’t get the love they deserve. #gamedesign #helsingsfire

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