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Game Maker's Toolkit - 5 Bits of Good Game Design from 2015

2015 is coming to an end. To give the year a proper farewell, let's look at 5 good bits of game design from 5 awesome games, released in the last 12 months. I'll have one more, from my very favourite game of the year, towards the end of December.

Comments

Anonymous

Wow these are all super insightful. Good work, Mark!

Lucas

Loved this one!

Anonymous

Nice to have an episode with all the small bits of interesting game design that couldn't otherwise be an entire episode :)

Megabyte01

Great episode! I'm a fan of games whose stories and events are driven dynamically by player choice. I'll check out this wesparado. I'm not sure if you've had a chance to cover Undertale. If so, what did you think of its battle system and how that ties in to the rest of the game?

Anonymous

Excellent video, waaaay better than making a tired "Top X" type thing. Speaking of the technical side of things, the semi-odd pauses in between the games in the list felt slightly off to me. Maybe having a short flash card or transition animation (or both) of some kind would've worked better.

Anonymous

By the way the last design choice you mentioned in the video is something that has grown in importance to me a lot over the years. Valve calls it offsetting "combat fatigue" and ever since hearing the GFW radio guys talk about it all these years ago it's a design choice that has stuck with me.

Anonymous

Some really compelling perspectives here - thank you! I think it also really showcases how far you've come with your ability to both edit and manipulate video, and it's been lovely to witness you evolve as a quasi-game designer too :)

GameMakersToolkit

Considering the number of comments I get about Undertale, I think I'll be talking about that game soon... (I like it, but I have reservations)