More than a decade of work coming to an end. I was in my twenties when we started, now in my forties. But we did it. We finished the story as it was meant to be finished.
My GDC talk on puzzle design in Patrick's Parabox is now on YouTube!
I talk about puzzle design, playtesting, difficulty, and other bits from the game's development. I hope you get something out of it! I'm happy it's available for everyone to watch! :)
https://t.co/kajTKUgdf9
Arranger: A Role-Puzzling Adventure is OUT NOW
🧩⚔️🧩⚔️🧩⚔️🧩⚔️🧩
Find your way in a world of breezy, thoughtful puzzles, along a charming journey of self-discovery.
On Switch, PS5, PC, Mac, and mobile (via Netflix).
Check out our launch trailer:
https://t.co/rE1piliuD7
🎶 Yesterday I got to perform 'Green in Green' and 'Spheres' from the @PlayCocoon soundtrack at @dayofthedevs!!! with visuals by @IkarosAV based on @zerbamine 's amazing worlds. The first 3 mins were 100% real-time generated using my own homemade synths.
https://t.co/mAhcyxLXi2
Mario Builder 64 has been released. Much time and effort was poured into this project and I couldn't be happier to share it with all of you. Have fun! 😁
I wanted to solodev games since I was 19 but never got around to it, now I'm 35 and just released my own game.
I think I could have done it much earlier by just committing. I was often afraid of what skills I was missing. But you can learn skills while doing projects!
I find it annoying how prevalent icons over interaction spots are. This should be last resort fix, not a by-choice-design.
A good game environment should be clear enough to parse as is. It should not require an extra HUD layer.
New Post - "Flexible" Game Design and Code Modularity - how reusable should game code be?
What social factors influence my view towards being a speed-based 'survival' coder?
How does Sephonie and Anodyne's design relate to this? Find out here!!
https://t.co/LY6OhRn2fl
there's (often young!) talent in small teams trying to make longform games, but not enough funding or visibility is going to them - instead goes towards the more hustle/bizgrowth-mindset developers who are willing/able to put out marketable but predictable work
How can we make animation systems in games more robust to two of the most dreaded things: resets and teleports? In this article I propose one potential improvement: propagating velocities through animation systems.
https://t.co/GvnUejPMyD
This next one from @CarlsenGames & @jakobschmid at @GeometricInt defies explanation.
It’s Cocoon, an adventure game with multiple worlds, each one contained within an orb.
Bounce between realities as you solve puzzles and explore unexpected possibilities.
Music from Invisible Cities, released two years ago, will be performed live for the first time at the forthcoming shows in the @BarbicanCentre in May. Tickets https://t.co/bTpB2FYgQF & you can listen to Invisible Cities here https://t.co/SGWXXXpJ4P
Artwork: @Davy__Evans
I have this clip from an article or book on my phone. I want to use it in my book but I don't know where it comes from. Googling quotes gives me nothing. Does anybody recognize it?
Wrapping up February, today we have what I believe is the oldest Shigeru Miyamoto interview available online: a candid 1986 conversation between Miyamoto and Namco/Game Studio legend Masanobu Endo! https://t.co/H0on2LNVQc