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Yujiri's game design thoughts

Fundamentals

=> How to make interesting choices | How to save progress | Why you shouldn't have persistent consequences for failure | Balancing section length and mistake tolerance | Stop making excuses for trial and error | Forking player interests | No, a little bit of randomness is not okay

Specifics

=> How to create variety in a deterministic game | Harms of healing | Feedback loops and comebacks | Damage formulas (terepy guest article) | How to create performance variance | Why I don't like combos in rhythm games | Depth comparison of a few rhythm games | Quantitative versus qualitative design | Stop doing experience | The Dark Souls bloodstain system SUCKS | Controlling learnability in action games | Stop locking levels | Pros and cons of game modes in PvP shooters | Mechanic analysis: Portal 2's energy ball replacement | Mechanics that turn everything into timing | Dominion is a shining example of good element design | Linearvania

Non-game mechanics

=> Difficulty settings are good! | Queue settings advice | Some insight on the trash heap that is AAA video games | The misguided use of statistics as an indication of game balance | Final Fantasy 13: story games gone wrong | Why Geometry Dash is addicting

Misc

=> Game genres I don't like | Game genres I like | Collection of unused game ideas

Reflections

=> Game design reflections on Spacestation Defense | Game design reflections on bunny hero!

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