I’ve released an improved version of my BuildNow GG and CrazyGames ad-cleaning userscript! What changedWorks directly with the BuildNow game frame.Skips CrazyGames midgame ads.Removes common ad overlays and containers.Leaves rewarded …
Interesting. good puzzle design seems to come down to making the player discover the solution through clear clues and gradual difficulty, rather than simply making the puzzles harder.
That's a great point about measuring how long players stay stuck rather than just whether they eventually solve the puzzle. I like the idea of using player hesitation as a …
Project Name: OmegaV: AI Battle Champions Role Required: We are currently open to speaking with: Unity Gameplay and Systems Programmers AI Gameplay Programmers 3D Environment Artists and Level Designers 3D …
Unity Source Code wrote: I think the biggest factor is making sure players understand why they failed. If a puzzle feels unfair or relies on guessing, it quickly becomes frustrating. …
I think this depends a lot on the company. Good security policies are important, but game development often requires tools, SDKs, plugins, debugging utilities, and frequent software updates that don't …
I think the biggest factor is making sure players understand why they failed. If a puzzle feels unfair or relies on guessing, it quickly becomes frustrating. I like introducing one …
realtechnolab wrote: How do you decide when a puzzle is "challenging enough"? What techniques do you use to avoid difficulty spikes? Do you rely more on playtesting, analytics, or your …
As a puzzle game player, I find player performance and fun highly dependent on taste. You cannot please everybody. For example, solving a Sudoku follows an unavoidable structural pattern: initially …
Game studios control software to an extent mostly for legal and licensing reasons. Software audits are a thing, and license "true up" where the company is charged for computers with …
This isn't an attack on cybersecurity. Every company needs good security. I'm genuinely curious whether other game developers have had similar experiences. I sometimes wonder if many corporate cybersecurity policies …
Those come through playtesting. Lots of people try it. Some find it easy, some find it hard. It should be a series of progressive challenges most people find difficult but …
Hi everyone, I'm currently developing a mobile puzzle game in Unity where players solve arrow-based maze puzzles. One of the biggest design challenges I've encountered is balancing difficulty so that …
Looking at the first round of questions, I'm guessing you're in a garbage in, garbage out scenario. I didn't go far enough to see, but it doesn't look like you're …
Hey guys, we are conducting research on AI use cases in the gaming industry and would highly value your perspective. The survey covers 96 use cases and takes less than …
Hey everyone! 👋 I've been working on a side project for the past few months and finally launched it in beta — it's called Zypher News. It's a social platform …
Idk why RPG is the current king of genres it's just a shorthand / namesake but doesn't survive scrutiny least of your problems with hw prices getting floated/ thrown around …
gain3 wrote: Lack of such solutions points to one thing, how depth of game like Skyrim/ nu Fallouts is NOT systemic depth. Yeah, i think the same. Although i'm not …
But personally i do not really buy it. We could achieve balancing of strong AI in other ways, and maybe the strong AI would be still noticeable to players and …
bvanevery wrote: I think they exist now, but they have tiny audiences. As a rough benchmark, r/hoi4 had like 500k nominal members IIRC, and the wargame group for all the …
JoeJ·
Unitygaming
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