Check out these 4 things we did to help Mina navigate precarious platforms precisely in Tenebrous Isle. 😱
We are taking jumping mechanics to the next level making the experience fun for players and mice!🐁
🎮What are some of your favorite top down game mechanics?
Back by popular demand, I’ve revived my little game design newsletter! First up, a selection of notes I took while at GDC last week. Featuring insights from Donkey Kong Bananza 🍌, Silent Hill f 🐺, and an AI sermon that backfired 🌝
Link in reply:
Instead of displaying the frame rate as a number in debug mode, Super Mario Strikers uses an "FPS Smiler" that dynamically adjusts its facial expression from green and smiling (high FPS) to red and frowning (low FPS). Below is footage of how it looks when the game undergoes lag.
Due to the unique way Super Mario Bros. stores its maps, its level designers were at the mercy of the decorative hills and bushes when placing bottomless pits. While the pits can be placed freely, the decorations are non-negotiable and dictate the level design.
“My #Famicase Exhibition LA” is being held in LA, USA until August 31st. Open from Friday to Monday. If you’re in LA, come check it out!
&& Gallery
instagram.com/andand.gallery…
My biggest video yet: A 4,000 year-long 100-minute history about real-life political violence shaping the underlying basic mechanisms of an entire genre of games we take for granted today.
Kriegsspiel: How Napoleon Accidentally Invented Strategy Games youtube.com/watch?v=s6Am1Gjr…
To those of you at #GDC2025, check out two Penny talks today!
1:30pm - Jazz Platforming in ‘Penny’s Big Breakaway’ by @estebanthinks
3:30pm - Building ‘Penny’s Big Breakaway’ with Beef, a New Programming Language by @HunterBridges