12 A distillation of the five puzzle game design interviews, taking together advice from Rob Jagnow, Guy Lima, Ted Lauterbach, Teddy Lee, Dave Hall and Teddy Lee. How Are Puzzle Games Designed? (Conclusion)4 Jun, 2011 in Development / Game Design / Puzzle Game Design tagged difficulty / level design / playtesting / progression / puzzle game design by Herman Tulleken
Everything about Use Boxmen says ‘happy.’ The music sparkles in the background, what simple narration exists in the game is silly and smile-inducing and the characters ooze charm out whatever wazoo they might have in their deformed crayoned bodies. It would be such a great setup for a bit of coffee […] Use Boxmen30 Jul, 2009 in International / Reviews tagged difficulty / free / international / use boxmen by LionsInnards
4 If there’s one thing that I take pride in when I offer humble slices of gaming pie to oh-so-hungry colleagues, it’s my ability to carefully consider the difficulty level. Whether I’m making a run-and-jump platformer or a purely cerebral puzzle game, I always live by the same basic mantra: give […] The difficulty of difficulty27 Apr, 2009 in Game Design tagged difficulty / difficulty curve / game design by Nandrew