When I think of game ideas I often begin with two main design points, the game purpose and the beginning, progress and endgame (these I have bundled as one main point as they build off of each other). The past few weeks I’ve focused on developing and exploring these points.
Multi-platform, Procedurally and Randomly Generated, Rogue Likish, Twin Stick Shooter to Board Game
The Binding of Isaac board game I was designing forced me to explore randomness and board design. while dice rolls can make a game more dynamic, spending all the players time rolling die can easily become tedious and as Grant details in his blog ‘The role of luck: Why RNG isn’t the answer’, elements of randomness can degrade the importance of player skill , potentially leaving players alienated from the point of reaching endgame.
Board Free or Just Bored?
Personally I find conceptual game spaces to…
View original post 332 more words