Explore tweets tagged as #iosgamedesign
@noybe_official
Noybe
10 years
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@WallyOwi30
Brock Burger
5 years
Ardeal Level 3 Gameplay neat they coded in friendly fire amongst enemies. Video on YouTube if you prefer to watch it there = #unrealengine #unity3d #indiegamedev #mobilegamedev #androidgamedesign #iosgamedesign
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@WallyOwi30
Brock Burger
5 years
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@JPSHRACER
JPSHRACER
6 years
I have been working with Buildbox creating a platformer called Penguin Jump. Coming soon first to Apple App Store. Check out the full details at #JPSHRACER #Buildbox #Platformer #SinglePlayer #Game #Games #Gaming #GameDesign #Apple #iOS #iOSGameDesign
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@DanCoffeeman1
Coffeeman
7 years
Any ios game developers want to code a quick game for me. Probs take 2 - 4 hours to code, have graphics and design done, story done, got a music guy. Message me for info! Simple minimal game! #gamedevelopers #iosgamedesign #iosgamedevelopment #letsmakemoney.
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@JPSHRACER
JPSHRACER
6 years
Welcome to JPSHRACER Limited Liability Company's official Twitter page. I will be posting about JPSHRACER Game Design. Please also check out #JPSHRACER #Buildbox #Game #Games #Gaming #GameDesign #Apple #iOS #iOSGameDesign #IndependentDeveloper #IndieDev.
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@iOSGameDesign
iOS Game Design
4 years
Let’s talk about challenge in games. Winning is satisfying, but if the player realizes they can’t lose, the fun of the challenge wears thin quickly. For challenge to be fun, players need to perceive a risk of failure.
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@iOSGameDesign
iOS Game Design
4 years
The subjectivity of this difficulty sweet spot is why we see different difficulty levels, more or less challenging modes, adaptive difficulty and slow difficulty ramps.
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@iOSGameDesign
iOS Game Design
4 years
Developers try to find the sweet spot of having enough challenge to make the victories maximally satisfying while minimizing the amount of players who drop off because it’s too difficult.
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@iOSGameDesign
iOS Game Design
4 years
This is not to say harder is better — It’s the feeling of a big accomplishment that matters. If the negative feeling becomes too long or severe without sufficient release, players will (rage)quit. Not enough of a challenge and players will be bored with that challenge.
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@iOSGameDesign
iOS Game Design
4 years
. but a big reason a limited amount of negative feeling is useful is that the release felt from overcoming the challenge — the cause of those negative emotions — makes the victory that much more satisfying. I sometimes half-jokingly refer to this as pain & release from pain.
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@iOSGameDesign
iOS Game Design
4 years
It’s interesting, psychologically. When the player feels risk that they might lose it creates tension, when failure feels imminent it’s stressful, and actually failing can be frustrating.These aren’t pleasant emotions for players, but….
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