It's a cliché, but "first impressions count." If your game's title screen is unappealing or confusing, you risk losing users just as soon as they launch the game you've worked so hard on. In this post, Izzy analyzes several game title screens and offers opinions on why some work and others don't. After reading, I was faced with a few hard questions that I need to ask about my own games' title screens ...
OK, everybody wants to make an RPG at some point.👍 But how should you design your RPG's inventory system? How do you balance making it look pretty versus being easy to use in battles or quests? Read on for a thorough explanation of how you might approach this design problem and what the existing designs are (along with pros and cons of each).
The App Store is crowded and we all want our apps to stand out. An answer? Make your game epic-scale. Although written in the context of his Windows-only game Transcendence, George Moromisato gives some practical real-life examples of how to start your game small, get the core mechanics right and then grow it slowly with expansion packs. I think his conclusions are equally valid for iOS game development.
Displaying more diversity in games is being hotly debated at the moment. Personally, I think including diverse characters in your game can be a good thing - by broadening your character set you can draw a broader audience and you can make people feel good when they see "someone like them" in your game. Others might feel differently. Generally, people with disabilities are underrepresented in games but there are some notable exceptions where characters with disabilities have resonated really well with gamers. We all have different opinions on this issue, but this article provides a good summary of what's involved in including disabled characters in games in a respectful and empowering way.
How can you help your game's players focus on the game? What should players be thinking about? Answering questions like these before and during your game's development will help you optimize your UI and gameplay mechanics for player happiness and drive repeat play. Lars Doucet offers a thoughtful and deep analysis of the tower defense genre. Lars also asks and answers many other questions about game design ... Worth a read.