#GameDesign

2025-12-14

✨ Etwas verspätet, aber das Ergebnis kann sich sehen lassen: Die Zwischenpräsentation stand an und wir konnten mit unserem aktuellen Stand überzeugen. Jetzt geht es mit dem Formbau weiter. Bleibt gespannt!
..🔨 🔥

#zusammenspiel #spielundlerndesign
#designofplayingandlearning #burggiebichenstein #burghalle #gamedesign #kooperativespiele
#kooperation

2025-12-14

Hier ein Einblick in Shapestacks CI-Design, welches wir schon bei der Zwischenpräsentation vorstellen durften. New CI unlocked 🔓 ✨ 💅

#zusammenspiel #spielundlerndesign
#designofplayingandlearning #burggiebichenstein #burghalle #gamedesign #kooperativespiele
#kooperation

2025-12-13

#apresentação

Olá, Fediverso!
Sou programadora e #gamedev generalista.

Em 2025 dirigi dois jogos e atualmente me preparo para desenvolver um projeto mais sério em 2026.

Tô no fediverso desde 2022 mas usar redes sociais nunca foi um hábito, não vejo muita graça, mas espero conseguir compartilhar mais coisas dessa vez.

Interesses: #gamedev #programação #godot #sdl #opengl #gamedesign #retro #gaming #retrogaming

Join our next events starting with the GoedeWare Game Jam Cutscene Edition 2: itch.io/jam/goedware-game-jam-
#itchio #goedwaregamejam #cutscene #gamedesign

GoedWaregoedware
2025-12-13

Join our next events starting with the GoedeWare Game Jam Cutscene Edition 2: itch.io/jam/goedware-game-jam-

2025-12-13

Game-Dev Talk: How to find good and selling game-ideas -
...there is always something new to learn!
nodeponds-nerdletter.de/game-d
#Gamedesign #Gamedev #Indiegames #Gamemarket #Interview

Nintendo Connectnews@nintendo-connect.de
2025-10-25

It Takes Two-Entwickler: „Wir haben uns stark an Nintendo und Mario orientiert“

Das gefeierte Koop-Abenteuer It Takes Two aus dem Jahr 2021 (Switch-Version: 2022) gehört zu den kreativsten Plattformer-Erlebnissen der letzten Jahre. Wie jetzt bekannt wurde, ließ sich das Team von Hazelight Studios bei der Entwicklung deutlich von Nintendo und insbesondere den Super Mario-Spielen inspirieren. Lernen von den Besten In der neuesten Folge des Podcasts KIWI TALKZ sprach Level Designer Filip Coulianos über die Entstehung von It Takes Two und die Einflüsse, die Nintendo […]

nintendo-connect.de/heimkonsol

Some1wHeadphoness1whp
2025-12-12

A couple of things I've been working on:
- Background with moving stars and planets
- Changed Warp icon + SFX and VFX
- Stats as icons with counter

2025-12-12

Been starting a habit of writing down story/game ideas as I have them even though most of them will never seriously get started, let alone finished. It's been fun since writing things down gives me a chance to think them through a bit more than just pondering them in my head. Anyways, here's a #GameDesign idea:

"Grand" - is a "reverse metroidvania" in which as a grandparent, you slowly lose movement options as the story progresses, requiring more and more convoluted routes through the map to reach the same areas. You do still explore "new" areas in memory mode (and unlock movement options like a bike in your memories) before traversing the areas again in the diegetic present. The story follows your quest to protect a grandchild from the machinations of a Kafkaesque state, first trying to track them down within the system and then trying to get them released. Each "boss" is "fought" through an abstracted conversation system where memories, keepsakes, and various kinds of emotional/logical appeals wear down your opponent's nihilism and/or fear until they're willing to help you. Normal "enemies" are just people on the street who might bump into you and drain some of your stamina as you pass by if you don't issue a properly-timed "excuse me" or the like.

Weary Wulfwearywulf
2025-12-12

[P] So I still stand by my assessment that those who do this are narcissists who aren't good enough to be speed-runners. Thus, to devs, I'll repeat a prior message: Don't go out of your way to appease the... How did Fallout Boy put it? Ah, yes. The omegalomaniacs. Don't serve them at the cost of others. It's inclusive to have a granular dearth of visual UI options, sound options, and difficulty settings to be inclusive. You'll sell more games!

-4

Weary Wulfwearywulf
2025-12-12

[P] It's funny. I could see how speed-runners could be tribal, gatekeeping dicks, but for the vast majority, they aren't. I din't know why. Is it something to do with the lack of cheevos and awards? How it's an understated way to be good at games without hordes of fans blowing smoke up one's arse (less social reward)? I dunno. But from what I've seen? I've never witnessed a speed-runner gatekeeping difficulty options to ruin fun.

-3

Weary Wulfwearywulf
2025-12-12

[P] TmI mean, I've spoken before about how speed-running leaderboards have a lot of different types, not just for skill level, but type of skill. There's a lot of diversity. It popped into my head as I was looking at some randomisers made by certain glitch% runners and, well, I was surprised and delighted by the dearth and granularity of difficulty settings. It felt sincerely inclusive in ways that games which appeal to gatekeepers don't.

-2

Weary Wulfwearywulf
2025-12-12

[P] I stand by what I said before about speed-runners being really cool people. When they came up b3for3, it 3as basically to point out that anyone who didn't want an easier mode in a video game fkr disabled people was a prick who wanted to gatekeep a game they're decent at, while not being remotely good enough to be a speed-runner. Because a speed-runner makes their own difficulty and isn't a prick about it. They don't want to ruin your fun.

-1

Games for Music wiki / G4Mgamesformusic@tabletop.vip
2025-12-12

At the start of 2025 we opened our #interviews page and four #creators shared insights, with the results available here:
musicgames.wikidot.com/hub:sou

With the start of the new year, there will be another run of interviews, for another set of four or more.

Are you creating at the #music/#game intersection? Would you like to give an interview?

Or maybe you can appoint a potential interviewee?

#composition #experimentalMusic #gameDesign #graphicScores #musicEducation #openScores #ttrpgDesign

🔁👍🙇

Ali Raza | Apps, Game, Pluginsmanofspirit
2025-12-11

I’m excited to share a quick look at our second game mode: Chase Mode, working both on-device and inside Unity 6.4.

youtube.com/shorts/s599Hp8Wgms

In Chase Mode, every time you place a shape, a moving target travels to a new random spot on the grid. If the target is sitting in a row, column, or sub-grid that you clear with your move, you catch it.

Roostercat | Game & App Devroostercatllc
2025-12-11

Every color, shape, and interaction in TaleMakers was designed with one goal: joyful, inclusive storytelling for every child. Here’s how we built it. ✨

linkedin.com/pulse/how-talemak

Client Info

Server: https://mastodon.social
Version: 2025.07
Repository: https://github.com/cyevgeniy/lmst