(This post is primarily intended for those invited to playtest my games– but you might also find this information useful if you’re looking into simple recording software yourself. Enjoy!)
Recording gameplay footage creates the most useful information for me, while keeping the workload for you low, aside from actually testing the game. It can be a bit tricky to set up, so here’s how it works.
Please do a test run of your recording program to make sure it works and is set up correctly! Thanks!
I love UI and UX. It’s quite hard to design, and takes a long time to get right, but it’s so satisfying when you ultimately get it right. I’m currently working on the UI of my precision platformer Mobility, and I’ve seen a lot of both good and bad examples lately, so I thought I’d write about the subject more in-depth.
The goal of most UI, no matter if it’s for an application, a game menu, the interface of an operating system, or whatever, it’s to get the user from A to B as fast as possible. That means it’s both obvious to the users/players which actions they need to take in order to accomplish their goal, as well as having as little steps between A and B as possible. In the context of a game, this usually means that the player can get from booting the game to actual gameplay as quickly as possible, and for bigger games, that users can comfortably navigate inventory, shop and trade menus.
Let’s continue the tradition of explaining the design of my games using my latest creation, Sokobanana! I’m primarily making these so I can reference my design choices later in case I forget them, but I’m putting them on my blog for everyone to see. This contains spoilers for the puzzles of Sokobanana, so play that first so you know what I’m talking about. You might need to click ‘Read more’ to display the entire post.
That’s another year gone by! This year I ended on the Backloggery memory card with a score of +25, which is just slightly less than my end score last year. This year I released JMPR for Game Boy Jam 5 and Tahira’s Tower (also for Android). That’s just two projects, but I’ve been hard at work on Mobility as well, which I’m realistically aiming to release this year. I’m currently also making stuff in Puzzlescript, so you can expect to see those soon as well.
As part of the wrap-up, here’s the list of my favorite games of the year. As always, it doesn’t have to mean the games have been released this year– just that I played them. The list is in no particular order. These also mainly list commercial games– if you’re looking for freeware games I like, check out this itch.io collection.
It was about time to switch to a more professional site, so here it is! My other one was kinda starting to fall apart…
My old site, amcookie.weebly.com, will no longer be updated, but shall be archived and kept up for the foreseeable future.
I’m super glad to switch to a more comfortable content management system. I hope I’ll be able to provide posts about game design more often on here. See you!