Postmortem was not the game I initially wanted to make – it (de)evolved from many over-ambitious designs and prototypes inspired by studies in ethnic conflict and a book a friend lent me. But my goals never changed.
Tag: game design
Case for Dumbing Down – because others deserve to enjoy games too
Item highlight, arrows or contextual controls make “hardcore” gamers rage but developing my game I learned they’re not always about dumbing, but accessibility.
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Postmortem moving to Beta with a release date!
My exploratory narrative game, Postmortem, casting you as Death incarnate in an industrial-age country torn by conflict and riots, moves onto Beta with a release date!
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Postmortem 3rd milestone – now with physics, walking and bumping!
The third alpha release of Postmortem brings proper physics and character wandering, with some funny side effects and bugs. Oh and a complimentary behind-the-scenes screenshot too.
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What I learned from the first playtest of my game
I finally let someone else play my in-development Postmortem game, as I set next to them silently, grabbed a notepad, and watched. After an hour and two pages of notes, I learned a lot not just about my game, but game design itself!
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