Skip to content
Navigation menu
Search
Powered by Algolia
Search
Log in
Create account
DEV Community
Close
#
gamedesign
Follow
Hide
Posts
Left menu
đź‘‹
Sign in
for the ability to sort posts by
relevant
,
latest
, or
top
.
Right menu
What a Mobile Offroad Game Teaches Us About Puzzle-Driven Design
TrendzBetaGames
TrendzBetaGames
TrendzBetaGames
Follow
Nov 10
What a Mobile Offroad Game Teaches Us About Puzzle-Driven Design
#
gamedev
#
android
#
mobilegaming
#
gamedesign
Comments
Add Comment
1 min read
Moderation
Written, translated into eleven languages, and seen by nobody
IdleCultivation
IdleCultivation
IdleCultivation
Follow
Nov 6
Written, translated into eleven languages, and seen by nobody
#
gamedesign
#
narrative
#
indiedev
#
devlog
Comments
Add Comment
4 min read
Moderation
Lethal Crescendo and the 35-Point Question: When Is a Vampirism Ultimate Actually Worth It in The Blood of Dawnwalker?
david deng
david deng
david deng
Follow
Nov 6
Lethal Crescendo and the 35-Point Question: When Is a Vampirism Ultimate Actually Worth It in The Blood of Dawnwalker?
#
gamedev
#
gamedesign
#
rpg
#
guides
Comments
Add Comment
3 min read
Moderation
A quest slot cap is a priority rule wearing a number
IdleCultivation
IdleCultivation
IdleCultivation
Follow
Nov 5
A quest slot cap is a priority rule wearing a number
#
gamedesign
#
progression
#
indiedev
#
devlog
1
 reaction
Comments
Add Comment
4 min read
Moderation
What Most Teams Get Wrong About In-App Purchases
WizCodes
WizCodes
WizCodes
Follow
Nov 5
What Most Teams Get Wrong About In-App Purchases
#
mobilegames
#
monetization
#
gamedesign
Comments
Add Comment
4 min read
Moderation
Halt, name and business, or how a greeting read as a refusal
IdleCultivation
IdleCultivation
IdleCultivation
Follow
Nov 4
Halt, name and business, or how a greeting read as a refusal
#
gamedesign
#
ux
#
playtesting
#
devlog
Comments
Add Comment
4 min read
Moderation
A stale translation passes every check and still tells a different story
IdleCultivation
IdleCultivation
IdleCultivation
Follow
Nov 2
A stale translation passes every check and still tells a different story
#
localization
#
gamedesign
#
indiedev
#
devlog
Comments
Add Comment
4 min read
Moderation
Rounding is a promise when you show a player their odds
IdleCultivation
IdleCultivation
IdleCultivation
Follow
Nov 1
Rounding is a promise when you show a player their odds
#
gamedesign
#
ux
#
indiedev
#
devlog
Comments
Add Comment
4 min read
Moderation
Miyamoto says AI can do the work but not the making
Indie Tooling
Indie Tooling
Indie Tooling
Follow
Nov 1
Miyamoto says AI can do the work but not the making
#
gamedev
#
ai
#
gamedesign
#
indiedev
Comments
Add Comment
5 min read
Moderation
My own interface kept spoiling the biggest moment in the game
IdleCultivation
IdleCultivation
IdleCultivation
Follow
Oct 31
My own interface kept spoiling the biggest moment in the game
#
gamedesign
#
ux
#
indiedev
#
devlog
Comments
Add Comment
4 min read
Moderation
Three kinds of empty, and why my game's empty states were lying
IdleCultivation
IdleCultivation
IdleCultivation
Follow
Oct 30
Three kinds of empty, and why my game's empty states were lying
#
ux
#
gamedesign
#
indiedev
#
devlog
Comments
Add Comment
4 min read
Moderation
Seven passes on one guidance arrow, and what each pass fixed
IdleCultivation
IdleCultivation
IdleCultivation
Follow
Nov 3
Seven passes on one guidance arrow, and what each pass fixed
#
gamedesign
#
ux
#
indiedev
#
devlog
Comments
1
 comment
4 min read
Moderation
Lightning that reads as real, and a storm that finally costs something
IdleCultivation
IdleCultivation
IdleCultivation
Follow
Oct 29
Lightning that reads as real, and a storm that finally costs something
#
gamedesign
#
vfx
#
indiedev
#
devlog
Comments
Add Comment
4 min read
Moderation
Nobody saw the flying sword, so I redesigned the first sky crossing
IdleCultivation
IdleCultivation
IdleCultivation
Follow
Oct 28
Nobody saw the flying sword, so I redesigned the first sky crossing
#
gamedesign
#
ux
#
indiedev
#
devlog
Comments
Add Comment
4 min read
Moderation
The Blood of Dawnwalker Update 1.1, Explained: Respec, the New Difficulty Lineup, and What 1,100+ Fixes Actually Changed
david deng
david deng
david deng
Follow
Oct 28
The Blood of Dawnwalker Update 1.1, Explained: Respec, the New Difficulty Lineup, and What 1,100+ Fixes Actually Changed
#
gamedev
#
gamedesign
#
rpg
#
guides
Comments
Add Comment
4 min read
Moderation
đź‘‹
Sign in
for the ability to sort posts by
relevant
,
latest
, or
top
.
We're a place where coders share, stay up-to-date and grow their careers.
Log in
Create account
⌂ 换网址