Undertale was successful through every phase: From Kickstarter (where it raised over 50K) to smashing record sales on Steam (over 1 million copies), a truly amazing and inspiring tale of
what great game design and story combined with perseverance and hard work can really create.
Not exact matches
We
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What Others Have To Say Get In Touch press @ Harajuku Dating Paradise is a
great new simulation
game where you assume the role of a Tokyo playboy, finding cute girls on the street to take back to your
Summary: Having established AI tech in your studio is
great... until your next
game adds demands well over and above
what your existing systems were
designed to handle.
Like I said at the onset of the review, arcade
games are
great when they are simple, and a lot of
what this
game is simple, but the track
designs are also a bit more frustrating and not necessarily as exciting as they could have been.
Your a real idiot man, ofcourse their not going to talk about it's specs, neither does Microsoft or Sony, tech websites have already taken Wii U apart and looked at it's specs, and said that it's
great tech, and the
design is clever because of the fact Nintendo is giving you some pretty beefy tech at a low cost, also these tech sites have said, «to see
what Wii U is really capable of, we need to see
games built for it from the ground up», And Nintendo does have a way better understanding of Wii U's hardware, they were even holding classes at GDC last month to tech indie & 3rd party developers how to cut development time for new
games and ported
games in half, with a new frame work that they developed specifically for Wii U, and your very stupid if you think that developers are not going to need to learn how to develop for PS4 & the next Xbox.
Those two titles best capture
what is so
great about Zelda and have the best
designed dungeons, most cohesive overworlds and best typify the adventurous and heroic tone these
games look to convey,.
some really
great points there, I really like the
game and
what it has to offer but also wish it was a bit more of an ambitious project with adding some sort of fulfillment other than
designing like perhaps more multiplayer gameplay activities, some AC: NL type of activities in the town center and your very own personal space to personalize..
The pack includes: · Two long colourful display banners of «Pirates» and «Treasure Island» each decorated with pirate themed pictures · A colourful display border to print out as many times as you need for use on a display board of any size · An A4 word card -
great to use when writing · Topic words -
great to add to display or use in the writing area · Word and picture flashcards · Pirate posters - pictures of different pirates · Colouring pictures - a collection of pirate themed sheets for children to colour · Phoneme coins - all of the phonemes from the Letters and Sounds scheme on gold coins -
great for display or to hide in the sand tray for the children to find the «treasure» · Alphabet coins - lower and upper case letters · Bingo - a pirate themed colourful bingo
game to make and play · Skull and cross-bone bunting · Pirate phrases on posters · A pirate profile worksheet - draw your pirate and then decide
what characteristics your pirate will have - three different versions of this for differentiation · Songs and rhymes about pirates · Play dough mats - can you make 3 more pieces of treasure, can you give the pirates new hats etc · Colourful treasure to cut out and use on displays, in the sand tray etc · Board
game - move around the treasure island answering questions along the way to try and reach the treasure first - two levels of maths questions are provided as well as blank question cards · Two pirate themed wordsearches · «My pirate adventure» worksheet · Wanted posters for the children to fill in · Writing pages - Four A4 pages with pirate borders for the children to use when writing ·
Design a pirate flag worksheet · Search for the treasure
game - collect coins along the way to fill your treasure chest · Cut and stick treasure map · Pirate acrostic poem · Speech bubble worksheets - write
what you think the different pirates are saying · Counting cards up to 10 - count the number of pirate ships, telescopes etc ·
Design a pirate ship worksheet · Describe the treasure worksheet · A worksheet for the children to draw and write
what they have spotted through the telescope
Word searches - 2 word searches with words and pictures Writing pages - a collection of photocopiable sheets with toy themed borders Writing worksheets - a collection of worksheets with toy pictures and lines below for writing My favourite toy - draw and write about your favourite toy Word mat - an A4 word mat with words and pictures to use for writing activities Number line - a number line to 100 on colourful toys Alphabet line - a colourful alphabet line Flash cards - word and picture cards of lots of different toys
Design a toy - a worksheet for your toy design Colouring pictures - a collection of colouring sheets Tracing pictures - pencil control sheets - great for younger children Book cover - a book cover to colour to use to keep all the topic work together Bingo - print and make this colourful toy themed bingo game Matching pairs game - match the toys Number dominoes - a toy themed game Label the toys - label some different toys Counting cards - cards with numbers 1 - 10 and the corresponding number of toys Size ordering - order the Russian dolls in size order - in colour and black and white Literacy worksheets - match labels to toys, write initial sounds, write words to describe different toys Play dough mats - a collection of activity mats to use in the play dough area Old toys posters - colourful posters showing some old toys Old and new posters - compare the old and new versions of some different toys Baby and child toys - an activity to sort the toy pictures into ones you had as a baby and ones you have now and a worksheet to accompany the activity Our favourite toys - find out about and draw your parents favourite toy and grandparents favourite toy when they were little Push and pull - look at some different toys and talk about what force is used to make them move Write a story - a decorated worksheet for writing a story about your toys Make some toys - photocopiable sheets for making 15 different simple toys such as split pin puppets, a jigsaw, a marble maze, a die to use with the snakes and ladders board Toy shop role play pack - a full pack of resources to set up your own toy shop in the classroom Includes display materials, games, Literacy and Maths activities, story telling resources plus muc
Design a toy - a worksheet for your toy
design Colouring pictures - a collection of colouring sheets Tracing pictures - pencil control sheets - great for younger children Book cover - a book cover to colour to use to keep all the topic work together Bingo - print and make this colourful toy themed bingo game Matching pairs game - match the toys Number dominoes - a toy themed game Label the toys - label some different toys Counting cards - cards with numbers 1 - 10 and the corresponding number of toys Size ordering - order the Russian dolls in size order - in colour and black and white Literacy worksheets - match labels to toys, write initial sounds, write words to describe different toys Play dough mats - a collection of activity mats to use in the play dough area Old toys posters - colourful posters showing some old toys Old and new posters - compare the old and new versions of some different toys Baby and child toys - an activity to sort the toy pictures into ones you had as a baby and ones you have now and a worksheet to accompany the activity Our favourite toys - find out about and draw your parents favourite toy and grandparents favourite toy when they were little Push and pull - look at some different toys and talk about what force is used to make them move Write a story - a decorated worksheet for writing a story about your toys Make some toys - photocopiable sheets for making 15 different simple toys such as split pin puppets, a jigsaw, a marble maze, a die to use with the snakes and ladders board Toy shop role play pack - a full pack of resources to set up your own toy shop in the classroom Includes display materials, games, Literacy and Maths activities, story telling resources plus muc
design Colouring pictures - a collection of colouring sheets Tracing pictures - pencil control sheets -
great for younger children Book cover - a book cover to colour to use to keep all the topic work together Bingo - print and make this colourful toy themed bingo
game Matching pairs
game - match the toys Number dominoes - a toy themed
game Label the toys - label some different toys Counting cards - cards with numbers 1 - 10 and the corresponding number of toys Size ordering - order the Russian dolls in size order - in colour and black and white Literacy worksheets - match labels to toys, write initial sounds, write words to describe different toys Play dough mats - a collection of activity mats to use in the play dough area Old toys posters - colourful posters showing some old toys Old and new posters - compare the old and new versions of some different toys Baby and child toys - an activity to sort the toy pictures into ones you had as a baby and ones you have now and a worksheet to accompany the activity Our favourite toys - find out about and draw your parents favourite toy and grandparents favourite toy when they were little Push and pull - look at some different toys and talk about
what force is used to make them move Write a story - a decorated worksheet for writing a story about your toys Make some toys - photocopiable sheets for making 15 different simple toys such as split pin puppets, a jigsaw, a marble maze, a die to use with the snakes and ladders board Toy shop role play pack - a full pack of resources to set up your own toy shop in the classroom Includes display materials,
games, Literacy and Maths activities, story telling resources plus much more
The other
great part about bingo is that you can make a
game specifically
designed for
what your students are learning, go to any store and buy a bingo
game, or make it an end of unit activity to create a bingo
game in small groups — and then play that
game in class.
What does make a
game great is creative
game design and interesting play mechanics, and from the early level that we saw, The Conduit should be providing these things.
Feels kind of wrong but I think it's a well made
game for the most part, the control feels
great, the
design is interesting, there's little to no padding and it does
what it intended for the most part right.
Designed to retain
what made Insurgency
great, and build upon it, the FPS epic comes enhanced and expanded as a new
game in Insurgency: Sandstorm, coming to PlayStation 4, Xbox One, and PC.
Perhaps Mankind Divided's
greatest achievement is its level
design, and Eidos Montreal has raised the bar in terms of
what's expected from
games that strive to give players multiple ways to complete objectives.
This particular fan
game out of many out there is just fantastic, one that combines classic visuals and effects and presents them in a 3D world in amazing quality, with the world itself being a lot more open ended that
what we usually get, and it's a beauty with
great design.
Mad Max feels like it's trying too hard to be Shadow Of Mordor,
designed by a Warner Bros. committee, derivative of all the most popular Warner Bros.
games so far without really identifying
what makes any of them
great.
What we need, is a return to good game design, in games big enough to be worth that 20 bucks, because these guys cant survive on those buck games, and frankly, neither can I. And honestly, on an even playing field more akin to what we used to have, some of these games would get noticed for being great games despite not having the best production values in the industry, and as a result the next game would warrant the investment on higher production values under the promise of an ample return of investm
What we need, is a return to good
game design, in
games big enough to be worth that 20 bucks, because these guys cant survive on those buck
games, and frankly, neither can I. And honestly, on an even playing field more akin to
what we used to have, some of these games would get noticed for being great games despite not having the best production values in the industry, and as a result the next game would warrant the investment on higher production values under the promise of an ample return of investm
what we used to have, some of these
games would get noticed for being
great games despite not having the best production values in the industry, and as a result the next
game would warrant the investment on higher production values under the promise of an ample return of investment.
Instead of conveying a sense of thoughtful
design, Tripwire must have stumbled upon a runaway hit in the first
game, and Killing Floor 2 feels as though it's an incredibly safe offering, capitalizing on little of
what made the original
great.
Like I said there are little to no puzzles, the level
designs are quite repetitive with no personality, the
game ruined
what made other Zelda
games great, which was fun items / weapons to use, this
game they are pretty generic, and the overworld map feels too small and looks like they pasted blah looking textures all over it.
The series, rather than making large structural changes from
game to
game or adding many additional systems, finds more nuance and complexity in the encounter and level
design that was created to hold a
great deal of depth, and Etrian Odyssey V — which released this week — is particularly, even for the series, stripped to
what it's always been and
what it's always been good at.
Surely there had to be a better cover
design that gave a
greater sense to
what this
game is other than a MASSIVE HEAD TAKING UP 2 / 3rds OF THE BOX?!
Who would've guessed that the DOOM we got would be so true to
what made the original
great: insanely fast, gory, and wonderfully campy, DOOM knows exactly
what it is, and exactly how to translate that into something that both feels true to its namesake, and aware of the 20 + years of
game design & technology that have passed since that original release.
The Wii U gamepad offers a lot of
design space for new items so it will be
great to see
what Nintendo puts into the
game by the time it is released.
I'll never be able to do something like
what Notch did or [example], but I know there are many
great games to come and I encourage all artists to try harder to raise the
game design bar.
From the
great level
design to the catchy music, this is yet another example of
what a video
game should be.
What Warhead trims in terms of scale is balanced out by a
greater attention to pacing and sensible gameplay variety, as well as level
design that seems more tuned to the
game's unique (and enjoyable) combat and suit mechanics.
What I learnt is that
game design and development requires talent, a
great work ethic and plenty of luck, especially if you intend to self - publish.
The Art of
Game Design: A book of lenses offers a great look at what to consider to make an effective video g
Game Design: A book of lenses offers a
great look at
what to consider to make an effective video
gamegame.
The
design team has done a
great job identifying exactly
what works from previous
games, delivering a fast - paced, streamlined experience that actually makes Modern Sonic feel modern instead of overstuffed and convoluted.
It's also a device offering
greater opportunities to me as a player, as a critic, and as someone interested in how
game design from the past 30 years has trickled into
what we're playing today.
Being somewhat limited in my freedom to be entertained as a kid, for many years of my life, gaming served as a diverse means of escape for me away from the trappings of a mostly mundane, repetitive life, at the end of the school day I would often think to myself «alright... so
what are some of the good things that I have to look forward to when I get home...», one of the first things that I would do as soon as I got home after school was play FINAL FANTASY on PlayStation, I would eagerly walk home as quickly as I could just so that I could continue playing from the part where I had last left off the day before, as pathetic as this may come across, I can confidently say that many of the happiest moments that I have had in my life have been while being utterly enthralled by the developments in the
games, I think that reminiscing about aspects of a video
game with
great fondness is a hallmark of an impactful form of entertainment, I would often be so «in the zone» while playing that anything aside from
what was taking place on the screen would become completely null and void in my mind to the point where I forget that I was playing a video
game, even though I did not live the events of the
game, I can emphatise with them as if I had, that is the sort of impact that the emotional depth of the story, the characters, the music, the
design and the overall world of the series have had on me,
what appeals the most to me is that FINAL FANTASY allows us the luxury of divorcing ourselves of our current reality to assume that of a world of fantasy for a precious moment in time, which is a sentiment that makes me wish that our world as whole had a little more «FINAL FANTASY» within it so as to make us all want to wake up as soon as possible to enjoy another day
What we said: Reinventing older
games to fit ever - expanding technological boundaries while maintaining their quiddity is one of the
great challenges in
game design.
What game developers out there care about the most is
designing beautiful and fun
games that create
great game experiences for the players.
But
what's clear to me is that JayIsGames continues to attract some of the most beautifully
designed Flash
games around (the last competition, based on the «Grow»
game concept, also heralded some
great titles).
We make
design changes all the time as we're trying to make a
great game, but on the whole of it the
game design is largely similar to
what we started out with.
Designed to retain
what made Insurgency
great, and build upon it, the FPS epic comes enhanced and expanded as a new
game...
What I Like:
Great value for the amount of performance you're getting, Xbox One X enhanced
games look and play brilliantly on a 4K HDR TV, comes with a 4K HDR Blu - ray drive, backward compatibility
game catalog is quite large, sleek and compact
design, improves the gaming experience on a 1080p TV too
This is
what I love about horror
games, the
great use of unique map
design, lighting and sounds to create tension.
App Store • All - new App Store
designed for discovering
great apps and
games everyday • New Today tab helps you discover new apps and
games with stories, how - to guides, and more • New
Games tab to find new
games and see
what's most popular with top
game charts • Dedicated Apps tab with top picks, dedicated app charts, and app categories • App pages include more video previews, Editors» Choice badges, easier access to user ratings, and information about in - app purchases
GameOn is built on AWS's cloud infrastructure and works on any operating system, enabling you to scale quickly and invest more time in
what you do best —
designing great games.
A lot of
what makes a
great gaming headset will be down to personal preference, but
what we were looking for was a product that struck a perfect balance between quality of
design, value for money and features that
gamers would love.
Summary: Having established AI tech in your studio is
great... until your next
game adds demands well over and above
what your existing systems were
designed to handle.