Yujiri's game design thoughts
yujiri.xyz
Yujiri's game design thoughts
Fundamentals
How to make interesting choices
How to save progress
Why you shouldn't have persistent consequences for failure
Balancing section length and mistake tolerance
Stop making excuses for trial and error
Forking player interests
No, a little bit of randomness is not okay
Ancillary benefits of simplicity
Specifics
How to create variety in a deterministic game
Harms of healing
Feedback loops and comebacks
Damage formulas (terepy guest article)
How to create performance variance
Why I don't like combos in rhythm games
Depth comparison of a few rhythm games
Quantitative versus qualitative design
Stop doing experience
The Dark Souls bloodstain system SUCKS
Controlling learnability in action games
Stop locking levels
Pros and cons of game modes in PvP shooters
Mechanic analysis: Portal 2's energy ball replacement
Mechanics that turn everything into timing
Dominion is a shining example of good element design
Non-game mechanics
Difficulty settings are good!
Queue settings advice
Some insight on the trash heap that is AAA video games
The misguided use of statistics as an indication of game balance
Final Fantasy 13: story games gone wrong
Why Geometry Dash is addicting
Misc
Game genres I don't like
Game genres I like
Collection of unused game ideas
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