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The Alchemy of GameFlow: A Blueprint for Successful Game Design (Part II)
🕹️ Check out the Part II of my blog article on "The Alchemy of GameFlow: A Blueprint for Successful Game Design." Click the link below to read now! #GameDesign #GameDevelopment #GameFlow #GamingCommunity #AdobeFirefly Quests and Objectives: Clear Goals for Epic Adventures Imagine stepping into a game world where everything is shrouded in…
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bainhardt · 2 years
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Pokemon Conquest is a game I’ve resented for about as long as I can remember, and having finally sat down with it to really grasp the shape and nature of it, it was pretty much just “ok.” basically every complaint I had about this game before ever trying it and still have about this game after completing it boils down to “it looks like a tactics game, and ever so slightly pretends to be a tactics game, but it’s definitely not a tactics game.” though to try to judge it outside of that, whatever kind of game it is is still mildly fun.
I thought moving my armies around the kingdoms and delegating tasks was a cool gameflow in theory, if a little shallow in execution. if I actually had to maintain 20 or more warriors and Pokemon all across my territory for attacks that could come at any time, that would be pretty kickass. the framework is there, but the game couldn’t achieve the proper scale.
much of the menuing is clunky and the battles aren’t particularly fun or challenging. there’s just not much depth to them. they’re like the bite-size version of a typical Tactics battle - Fire Emblem Heroes is to main series Fire Emblem games what this is to more traditional Tactics systems. I think literally only one of the very beginning banner battles and then the first battle at Dragnor took me more than one attempt (two, exactly). some of the maps were cool (like the ninja castle in Viperia) and some of them were crimes against humanity (the cog gates in Valora).
I didn’t really feel much incentive to go out and collect Pokemon or grind my characters other than what was strictly necessary for the next battle. in fact I barely recruited extra Pokemon beyond any warrior’s first in the whole game. and certain characters were broken beyond reason. I probably got more use out of Shingen with his Rhyperior and some random guy I evolved into an Excadrill than about anyone else. I had to collect a couple Ice types for Dragnor, but beyond that I mostly used everything default.
Obviously it’s unfair to hate this game for something it’s not instead of assessing it for what it actually is. but I’ll still always be disappointed that because this game exists, they’re never going to make a proper Pokemon Tactics.
maybe that new Digimon one will be fun...
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eiaserinnys · 6 years
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언리얼 엔진의 기동과 게임 초기 실행 과정에 대한 설명.
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The Alchemy of GameFlow: A Blueprint for Successful Game Design (Part I)
🎮📖 Check out the Part I of my blog article on "The Alchemy of GameFlow: A Blueprint for Successful Game Design." Don't miss out, click the link below to read now! #GameDesign #GameFlow #GamingInsights #AdobeFirefly
IntroThe Alchemy of Concentration in GamesThe Thrill of the ChallengeMastering Skills and Learning the RopesThe Power of Control Intro Game design is a fascinating field that combines creativity, technology, and psychology to create interactive experiences that captivate players. One crucial aspect of game design is understanding what makes games enjoyable and engaging for players. In this blog…
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