I find that lots of great indy games I like tends to have simple parts. Like Balatro, Slay the Spire, Gnorp, One turn kill to name a few. Parts are at most doing 1 or 2 simple things max. But the combination of them create a complex system to explore in such possibility space.
In Magical Athlete, combinations of athletes in the race creates varying shape of hope which makes the game feels emotionally different every time even though you are not having many meaningful decisions. In part, it feels more like a game show generator.
@CorrealeCodes Definitely confusing at times! But to me it’s hugely overlapped in a way that game always have systems and subsystems underneath which is a huge overlap in both game design and software engineering. The differences are how problem space is formulated, I suppose.
In #gamedev, designer and engineer must learn from each other. Being both myself always find both perspectives valuable, at times overlapped. Overemphasis on one aspect might lead to something mediocre or doesn’t work at all.
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Engineers at OpenAI have the title:
"Member of the Technical Staff"
This includes people who:
- Held director or above titles at previous companies
- Have 10+ years of experience as senior engineers
- Were ex-founders
Giving everyone the same title keeps employees focused on the mission instead of on chasing titles for themselves.
📌 For more on OpenAI's unique culture, check out my latest post: https://t.co/48erb79K6G
🛠️ Working on a Chrome extension that automatically detects and reads articles on any webpage. Still in the early prototype stage.
Do you think this would be useful? Any specific features you'd like to see? #buildinpublic#indiehacker
@SaidAitmbarek interesting advice! So rather than just seek engagement blindly, are you saying I should show what I build, share thoughts, useful info and the likes?