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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