design

Oil It or Spoil It

"Juice" is probably a game design term you've heard before. By Agricultural Research ServicePublic Domain It was first coined in the seminal article How to Prototype a Game in Under 7 Days: “Juice” was our wet little term for constant and bountiful user feedback. A juicy game element will bounce…

Optimizing Tower Defense for FOCUS and THINKING - Defender's Quest

The design philosophy for Defender's Quest boils down to two guiding principles that play to the Tower Defense (TD) genre's strengths: Let the player FOCUS Test the player's THINKING Note the verbs. We don't want to TEST the player's focus (ie assault them with strobe lights and dancing kitens and…

The Quest to Upscale Pixel Art

Hey everyone! So, we are currently looking very seriously at a console release for Defender's Quest II. Of course, PC is our top priority, and don't take this as an official statement of specific platform choices or anything just yet, we still have a lot of details to work out.…

On Procedural Death Labyrinths

A few weeks ago Tanya X. Short said, "Never Say Roguelike."I usually shy away from vocabulary fights and let smarter people than me hash it out, so I was pleasantly surprised when her argument not only convinced me, but inspired me.Shortly afterwards I posted the following chart on…

Tourette Quest - Media, Magic, and Nostrils!

The reaction to my super-dinky "Tourette's Quest" prototype has completely floored me.  For those of you just joining us, a few weeks ago I wrote a blog post about a new game project of mine, where I explore what it's like to have Tourette's Syndrome through the lens…

Tourette's Quest

Ever since we launched Defender's Quest on Steam, GOG, and other fine stores two weeks ago, I've been doing nothing but support and patches. My brain is about to melt and if I don't carve out some time to do something different every once in a while, I'll explode.So…