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Make shorter games. Aim at action density somewhat comparable to what is found in film and animation.
started by Eelstork Feb 21, 2021
103 views
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The cut is underused in games. "Cut to play" describes the process of hinting gameplay through switching viewpoints. It...
started by Eelstork Feb 21, 2021
116 views
No replies yet
In software, personas are used to ensure various types of users can enjoy the same software product. Likewise we aim at...
started by Eelstork Feb 21, 2021
100 views
No replies yet
Game actions are not enough. Emotional, expressive characters are wanted. If our characters do not shed tears, our playe...
started by Eelstork Feb 21, 2021
89 views
No replies yet
Time does not wait: the game over, save points and burning villages patiently awaiting dousing have no place in diegetic...
started by Eelstork Feb 21, 2021
86 views
No replies yet
Pick functional realism over visual realism. If it quacks like a duck, lays eggs, and I can make omelet, it has to be a...
started by Eelstork Feb 21, 2021
96 views
No replies yet
As much as we'd like to think entering an Isekai (otherworld) would be fun, narration essentially prunes the world exper...
started by Eelstork Feb 21, 2021
112 views
No replies yet
In diegetic games, world building is essential. This is because the player's freedom goes beyond (debatably how far beyo...
started by Eelstork Feb 21, 2021
89 views
No replies yet