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The Evolution of Roguelike Design - How Rogue led to FTL, Spelunky, and So Many More ~ Design Doc
Design Doc
17 ม.ค. 2019
การดู 164,467 ครั้ง
Roguelikes, Persistency, and Progression
6 Games To Play Instead of Kerbal Space Program 2 - Alternatives to KSP2
Roguelike Progression Systems
What Makes a Great Hub World? - How Mario 64, Spyro, and Hades Made Theirs ~ Design Doc
What Makes a Good New Game Plus?
Defining Roguelike
How Can I Stop Item Hoarding In Games?
History of Roguelikes
What Makes A Game Speedrun Friendly?
การสุ่มสองประเภท | ชุดเครื่องมือของ Game Maker
Every Time I Get Hit, the Roguelike Changes
What's the Point of Status Effects? ~ Design Doc
Roguelikes and the Modular Genre
Boss Battle Design Vol. 2 - Designing Engaging Boss Fights in Games
This Problem Changes Your Perspective On Game Dev
Inventory UX Design - How Zelda, Resident Evil, and Doom Make Great Game Menu UX
The Best and Most 'Stealable' Mechanics from Tabletop RPGs
Directing Exploration - How Games Guide Players WITHOUT Tutorials ~ Design Doc
What Makes A Game Replayable?