That was all just to get you warmed up to the most
basic idea of the game.
The basic idea of the game is to clear the Dungeon (a fixed deck of 54 cards) without dying and as much gold as possible.
Not exact matches
Though its
basic game design
idea (trying to reach the bottom
of a well as fast as possible) may be nice in theory, its execution in Splash or Crash is terminally ill by design.
Besides the
basic idea of an actual Mario Party
game, nothing.
On the one hand I like the
basic idea of DLC, additional content to a
game that was developed after release to expand upon it.
This sequel has the same
basic idea: a 2D side - scrolling action platformer that, while it has influences from all the aforementioned
games, is also reminiscent
of other old school classics such as Contra and Metal Slug, as well as newer bullet hell shooters.
The
idea of paying for educational software with any
basic instructional design, let alone adaptive,
game - or simulation - based learning, was a largely foreign concept to Korean educators and the Korean public.
Later on she approached me to ask what metal might be made off and that made me realize that the
game also has a good educational value to it (even though some elements are not scientifically precise the kids still get the
basic idea of what things are made off).
You'll quickly grow to want more from the mechanics, but the
game never really expands past the most
basic of ideas on how to use Cassandra's powers.
- Camelot wanted players to «raise» their amiibo in the
game - Camelot also wanted some RPG elements to amiibo play, as well as amiibo having a connection to online play - devs didn't want the GamePad to draw the player's attention away from the TV, so they used it for a reverse court view - Nintendo helped bring this feature together - a demo was made in about 3 - 4 months in order to get some feedback - this was Camelot's first HD title - the giant characters (with the Mega Battles) were implemented as some sort
of test for HD - the devs wanted the
game to be as accessible as possible - that's why Giant Goombas, Jump Shots and Chance Shots can be disabled - Nintendo suggested additions such as the Jump Shots - Mega Battles were Camelot's
idea, not Nintendo's - the developers were concerned about how they would work, and what impact they would have on
basic actions
You'll have to know a vague
idea of each character's «role» in a group (which is fairly obvious once you're at the 50 + hour time mark), you probably need to know how to level artes (which the
game does a very nice job
of explaining), and knowing how to gem (even only on a very
basic level) would probably be helpful, but you by no means have to go into the world
of affinity coins to complete the main story assuming you are a player
of average skill and ability level, nor do you have to feel the innate need to update your character's equipment every 5 minutes (unless if you're preparing for a boss encounter).
If you never get tired
of the
basic ideas at the core
of every resource - based strategy
game, don't mind unnecessarily cute (and occasionally lame) attempts at humor, and can get past some minor targeting issues then World could work to fulfill that tiny niche
of XBLA resource management
games.
Many
of the
ideas we presented here may seem
basic, even common sense, yet in the rapid iteration and complex trade - offs world
of game design it can be easy for best practices to erode.
Now I don't mean to say that these people hallucinate a realism in videogames (the graphics
of which are obviously computer generated, and they know this) but they could still kind
of take
basic structural
ideas from the
game that they incorporate into their understanding
of humanity and reality, not to mention subliminal cues (and I don't mean subliminal in the sense that the
game is flashing images
of Jesus at you are something, I mean it in a more mundane sense) that strongly suggest realism or mimic reality quite convincingly.
The
idea is the
game is supported by a raft
of DLC, some already available, and if you enjoy the cheap but
basic package then you can select what you want added to the
game from the list
of DLC.
When taking up a
game that is competitive in nature, it's a good
idea for beginners to look up some tips and tricks that will give them a better handle on some
of the
basic concepts.
io style»
games in that it takes the
basic idea of an MMO but distills it down to its absolute essence.
The
idea is: nearly everyone who makes
games has to deal with a physics engine these days, but hardly anyone I talk to knows the
basics of how they work.
Going into UA2, I had a
basic idea of the story from the comics» crossover, but by the time the
game was over, I didn't feel I'd gained much insight beyond the framework I had at the beginning.
Think
of a cross between The Last
of Us and Resident Evil 4; it borrows the
basic ideas from these titles without actually understanding what makes either
game successful to begin with.
Given his mission (bring us the girl, wipe away the debt) and Infinite's ambition (a videogame
of big
ideas), does the
basic interactive premise
of the
game really make sense?
Most
of the players I have played with online seem to have a general
idea of what to do in the
game, and the
game does guide you to the
basic mission objectives.
The
basic idea is that in order for a
game to have good word
of mouth going at launch, you have to first build a community around it that is excited for the
game's launch.
After 6 months
of 1GAM I had finished 4 small
games and really felt much more confident about cutting back a
game idea to its
basics so that it was finishable.
The series brings to life the
idea that
gamers really can make
games and offers a variety
of tutorials to help them with the
basics of their engine and the
basics of game design.
We will then apply these
ideas to begin building the
basics of a 2D
game in Unity.
A
basic idea but possibly one
of our favourite VR
games to return to often, Audioshield is a rhythm
game that uses a virtual space very well indeed.
The beginning revolves around very
basic principles
of what makes up and creates gameplay, and the assignments are primarily about coming up with and describing
game ideas and experiences.
For the SEGA AGES ONLINE [2] series we released last year, we were able to add in new ways to play with the
idea of getting to people to compete, i.e. features like score attack which encourage people to master the
game, but we didn't do anything to the
basic gameplay other than add save states.
Shadow Tactics»
basic ideas are masterfully executed, making it one
of the best stealth
games in recent memory.
«I got a job as a
game designer and they told me to come up with something, so I wrote the
basic idea in two or three sheets
of notebook paper,» he said.
I know a lot
of the
basics of what makes a Souls
game but I approached The Surge with no real preconceived
idea of what these
games are supposed to be and ended up having a really good time with it.
In this gameplay video they show you the
basics of creating a hospital in the
game, discuss
basic gameplay
ideas and much more.
In fact,
basic driving education
of the driving revolves around the
idea of getting into the real deal
of the
game — that is teaching on how to pass the driving tests.
While specific implementations vary, the
basic idea is that you can spend real money on in -
game currency that can be used to buy a bundle
of randomized items, or loot.
Though the
game's campaign mode was ambitious and featured side missions not commonly seen in the Call
of Duty series, its
basic shooting mechanics felt strange and the multiplayer mode was an overcooked mess
of ideas.
At this point in the
game, I'm just looking to get a very
basic idea of what needs to be fixed, repaired, and taken into consideration for coming up with an ARV to know whether to move forward
of not.