Game designers! Tell me about a feature / mechanic / thing you added to your game... but then you later removed it and that made the game better!
25 reposts150 likes
Game designers! Tell me about a feature / mechanic / thing you added to your game... but then you later removed it and that made the game better!
25 reposts150 likes
In my anomaly finder game I had the ability to inspect objects (pickup and rotate). I thought I could add more subtle changes that way. Wasn’t a good idea. It was turning into “inspect every item to find the one I care about.” Was boring so I cut it. store.steampowered.com/app/4405240
You can see it in my prototype recording here (around the 0:10 mark): bsky.app/profile/reno...
I intended for Canto I (short platformer) to have the wall jump. It had two problems: first, I couldn't find an implementation that actually satisfied me, and second, it kinda closed off level design instead of broadening it? My favorite movement options for the game were double jump and dash (cont)
In Match Tree I added the ability to choose tools before you start a map so the replayability is higher. And I removed it and enabled all unlocked tools which made playing the maps much more interesting. Now I just realized I didn’t remove the screenshot… store.steampowered.com/app/3010870/...
I created a digital version of a board game prototype I'm working on (for play test / prez). Bees 🐝 collecting pollen on a tile-made board. Originally, there was a "bridge" mechanic : limited number, use the action of your turn to move one bridge and use it to go to other tile. Not natural/easy. 🚮😁👍🏻
In the jam version of Loose Ties there was a separate "score" that counted your correct deductions. Eventually this was folded into the energy that keeps a run going. It entangled the deductions into the rest of the game and brought them much closer into the foreground (:
@dhamster.bsky.social Anything like this for @megaknockdown.com ?