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26 total results found

UX

Game Design Features

UX Flow Fonts There are plenty of fonts on da fonts to match a pixel art aesthetic here - here Some fonts we liked from there are - Symtext. (Finaled) Pixeled. Pixel Bug. VP Pixel. Poxel.

Low Level Design and Flow for a Roguelike Typestroid Game

Game Design Level Design

Iteration 1 - Duration 60 minutes for the total game. Each planet represents 5 of those minutes. Progression Players begin at Planet 1. The initial phases are easy and they are slowly introduced to new mechanics every 45 seconds or so. After a player lasts for...

Planning for each phase of the Rogue Like Game

Game Design Features

Few notes to keep in mind - Each phase lasts 1 minute. Completing two phases lets the player unlock the next check point (a new planet). Phase 1 Introduction to mechanics (typing mechanics) This phase lets players get comfortable with the typing mechanics of...

Powerup Mechanics for the future

Game Design Archived

Performance based Powerups (Could be called "Boons") Power ups that are rewarded on certain levels if the player types a bunch of words without making mistakes (word streaks). These cannot be bought by players before the level. Powerup 1 : Wavelengths Similar ...

Powerups

Game Design Features

Powerups Powerups usage - One time per charge. They can be equipped before a match. "Frost Field" - Freeze all obstacles for 8 seconds. Cost 20 "ICE" "Heat Wave" - Destroy all obstacles on screen. Cost 50 "MAGMA" "Fortification" - Block obstacles for 10 seco...

Blueprint Mechanic Description

Game Design Features

Definition (What are they?) Blueprints are essentially just one time unlockables that players get in order to gain access to crafting a new kind of powerup. Interaction between player and feature (How do they work?) They will function identically to the shooti...