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I thought my game was decent but not as good as people are telling me it is. Now I understand why Notch plays his games so much during development. Right now you hat to tap on each square to see them. I used Playtomic to record some basic stats. The average playtime of my game is 9 minutes and at least 24 games have been completed out of a total of plays.

August 21st, — Competitions. I created a simultaneous turn-based local multiplayer game called Qua-tzar for Ludum Dare 21 using Unity. Try it out and let me know what you think. June 28th, — Uncategorized. I participated in the FullIndie 48 hour game jam and created a game called Bad Fairy!

It is definitely rough around the edges but the essential experience of capturing fairies and breeding dragons is there. You can play the game by clicking on the screenshot. I will write up a postmortem at some point. May 31st, — Other.

Today is the first time we had a chance to play with the finished game pieces since they were on display at the school board for a week. We taught him the basics of graphic design principles and showed him how to use them to create card layouts but everything beyond that was his creativity at work.

He made most of what you see in the picture below in a week, while doing homework and preparing for a math fair. Very impressive indeed! We were not able to finish everything in time so we improvised with Lego. Over the next few weeks we plan to work with him to refine a few systems that need a bit more work and to generate more game objects. May 31st, — Game Design. I was looking through my old game prototypes the other day and realized just how many of them could be expanded into full games.

I would like to share some observations I made while going through mine and hopefully encourage other designers to take another look at their shelved prototypes. The best prototypes teach you something. It just has to be something interesting to me as a game designer but it is usually the hook for the game as well. These kind of prototypes always teach me something as a game designer and spark my interest when revisiting them. When designing games I get pretty caught up in the current design direction and it is sometimes difficult to see the game from an objective point of view.

If you decide to shelve the prototype, make sure you do not analyse it in detail until you have a more objective perspective. That analysis stays in your mind and may give you a false conclusion that there is nothing more you can do with it. Show your game to your designer friends and get their perspective on it. Start by focusing on what you liked the most. Rather than starting with the negatives, try to find that germ of an idea you worked so tirelessly to create in the first place.

It may not work yet but you should at least be able to see the potential of it. RSVP now. Join the server here. Interested in volunteering for this event? Sign up here. Our Sponsors. Schedule This year, the event will run from Wednesday, January 27th through Sunday, January 31st, Code of Conduct This is an inclusive site — people of all ages and backgrounds are welcome to join. All rights reserved. Privacy Policy. Terms of Service. Made by Wethos. Sign Up! In , Dr. To shepherd the game from concept to completion, jammers often lug desktops, laptops, and even sleeping bags to the venue.

Liu notes that some hardcore jammers stay at the site for the full 48 hours, but many leave to rest and recharge. GGJV is many things, but it is definitely not a competition.



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