"Crafted by developers, enjoyed by players."
Ricochet is a publication that explores combat design in games ๐ฎ Est. Oct 2024.
Previously The Indie Vault.
First article for Ricochet is finally out; the importance of a singular mechanic in combat design. Let me know what you guys think!
#1 Snipers: Levelling The Playing Field With Bullet Trails
https://t.co/0zwUBL8BcL
Have you guys played any games that have used AI to improve the immersiveness of gameplay? I only know of Rain World but there should be others out there, let me know if you guys know any!
I've recently been trying out @PlayTheBazaar and it's actually been really fun. As someone who started off playing Hearthstone, and tried a couple more card games like Gwent, LoR, Slay the Spire, The Bazaar seems to have a pretty good concept. Going to need to play more!
@ManacasterBen@manacaster_game i agree, but there are so many genres and mechanics which are all wonderfully intriguing and engaging, so i personally don't think a game needs to support everything. excelling in what it was set out to do is a job well done, and as long as people have fun playing i'm content!
@ManacasterBen@manacaster_game Agreed, Hearthstone had way too much RNG over the years, I migrated to the Battlegrounds mode after awhile given the rise of the auto chess genre and quite liked it (too bad I can't run auto battlers in real life table top card games hahaha)
@ManacasterBen@manacaster_game that makes a lot of sense, thanks a lot ben, for your time and insight! i'll ger cracking on brainstorming, but i also wish you success on manacaster ๐ซก
@ManacasterBen@manacaster_game That's cool! What are some of your favourite card games from the past? I used to play Duel Masters and Yu-Gi-Oh growing up and was really into it, and I've been playing Hearthstone since it's launch over 10 years ago! Wonder if I could draw some inspiration from them...
@ManacasterBen@manacaster_game That's an interesting perspective, I never thought of it that way! So I assume I would start from a mechanic that I really like, and then expand outwards to see how it fits into a larger picture?
Has it ever occurred to you how important headshots are in FPS games? It's something that I always felt makes or breaks the game!
#2: The Most Important Mechanic in Shooting Games
https://t.co/2Ho9vUymjc
@ManacasterBen@manacaster_game hey ben, thanks for this; i chanced upon this thread and it's wild how relevant it is to my current situation. a friend and i are exploring building a board game/table top card game and were a little stumped at where to begin, so this was insightful!
@EteriuGame Very true! I was just thinking, what goes on during the conceptualising process of whether certain resources ultimately gets included in? Sometimes I feel games include mana/energy/stamina bars simply because it's something that is included in games within the genre..
What do you guys think of mana/energy/stamina bars used in combat? Are cooldowns for skills sufficient that having another resource doesn't really make for a better game design philosophy? Interested to hear what devs have to say on this!
Do you guys prefer combat that is mindless and easy, or ones that require you to think and strategise? I personally like games that have higher skill caps, rather than vigorous button mashing!
@manacaster_game An old school one, nice! I've never personally played it before, but combo based fights are always really satisfying, and I like that it increases the skill cap a little!
I'm always amazed by how good combat design is pretty much like a well choreographed dance, with every swing, dodge and parry done to perfection. Does any game immediately come to mind?