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Kongregate burn the rope
Kongregate burn the rope





There is no advantage to your game being big and long purely for the sake of being big and long. If something is there that’s not fun, it simply shouldn’t be there. Don’t be afraid to cut something out entirely if it’s not beneficial to the game – yeah, I know, you already put the work into it, but the player doesn’t care how much work you’ve put into it. Five minutes of tweaking a health number could have been the best five minutes of time you ever spent in your entire life.ĭon’t forget to add the little things! Having a mute button (separate for sound and music) and an intuitive save system will go a long way in making players like your game (or, more accurately, in preventing them from hating it). Maybe the boss on level 1 has too much health, and 40% of the people who play your game give up at that point. The final 10% of polish is by far the most efficient use of your time, even if it’s the most annoying and feels the least productive (since you’re changing things rather than building them).īut its importance cannot be understated. It’s done! I can turn it in! I can be finished! The light is here!īut resist it. It’s like finishing a book report and not wanting to proofread it. When your game is technically done, there’s a tremendous urge to release it immediately. This last point is worth quoting more extensively from Greg: funny is good, and don’t kill yourself on graphics) #7 The Player Does What’s Efficient, Not What’s Fun (so make sure the efficient way to play to win is also fun) make sequels, clone your own successes, and don’t try to be all things to all people)

kongregate burn the rope

#6 Focus on Your Strengths, Not Your Weaknesses – Don’t Try to do Everything (i.e. #5 Start from the Bottom Up, Not the Top Down (same as #1) making your game difficult to use or play is not a good idea) #4 Calling Your Game Art/Hardcore Is Not an Excuse (i.e. no one reads the instructions so make controls intuitive) #3 “Controls, Controls, You Must Learn Controls” (i.e. get strangers to play test, not just friends) #1 You’re Making a Game, Not a Homework Assignment (i.e. Greg from Kongregate posted his own notes, summarized as: This won’t be a surprise for most game designers – it turns out that quality matters! It sounds like Jim and Greg from Kongregate had a great session about some of the Fatal Flaws of Flash Game Design.Īdrian Crook notes that game plays are not as long-tail as expected: I didn’t make it up to Casual Connect this year, so have been scanning the blog writeups. Fatal flaws of Flash Game Design – notes from Kongregate talk at Casual Connect JPosted by jeremyliew in flash, game design, games.







Kongregate burn the rope