You can’t compete with Batman

I’d like to share a mistake I once made in my early days as an indie game developer. It was back when I was first showing my previous game, Super Space Slayer 2, to the public at gaming events. At the time, I couldn’t really have known, but I hope what I found out helpsContinue reading “You can’t compete with Batman”

It only happens for one frame

As a Game Designer, I try to create a quality experience that stands up to scrutiny. Often, that means that I have to work on small details that most players won’t notice. It’s not that each one is overwhelmingly important, but added up these things can make a huge difference: the difference between a gameContinue reading “It only happens for one frame”

UI

Since the graphics in Super Space Galaxy have been provided by Tyrian, I haven’t had to worry about things like art direction much. The only thing I’ve had to draw myself is the User Interface for the game; its buttons, text, and other UI have all been of my own design. The design of aContinue reading “UI”

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Attack vs Defence

When I was designing my previous game, Super Space Slayer 2, I had to decide how your ship upgrades as you play. How exactly would it work? A natural move would be to give the player a choice between more attack and more defence each time they level up. Sounds good… right? How strategic. AtContinue reading “Attack vs Defence”

Super Space prototypes

When I first designed Super Space Slayer 2, my aim was to create a new kind of space shooter that worked well on a mobile phone. I originally went through a series of 4 gameplay prototypes. The first prototype was designed to play like a strategy game. You tap the enemies, then your ship fliesContinue reading “Super Space prototypes”

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