Like if I were to make a card game, I’d assume my players know how energy/mana works.
Like if I were to make a card game, I’d assume my players know how energy/mana works.
This started when I read this one article, I gotta find it again, but it changed my perspective on how to teach players when they play my games.
A fundamental common denominator.
This started when I read this one article, I gotta find it again, but it changed my perspective on how to teach players when they play my games.
A fundamental common denominator.
It could be something modest like 4-5sec that the flairs go away.
I think I’ll test that if my next game jam game could use it.
It could be something modest like 4-5sec that the flairs go away.
I think I’ll test that if my next game jam game could use it.
If a game gets played with a keyboard, more often than not it means there’s mouse control, which is far more intuitive just bc its second nature to navigate UI with a mouse these days.
If a game gets played with a keyboard, more often than not it means there’s mouse control, which is far more intuitive just bc its second nature to navigate UI with a mouse these days.
I don’t think this design got done after the wii because this works perfect for only a Wii remote.
You can comfortably press A/B with one finger each, but most games now use a gamepad layout.
Asking players to press A/B or X/O with just one finger is awkward.
I don’t think this design got done after the wii because this works perfect for only a Wii remote.
You can comfortably press A/B with one finger each, but most games now use a gamepad layout.
Asking players to press A/B or X/O with just one finger is awkward.