To this date, the Atari Recharged series is one of the most interesting projects SneakyBox had a chance to be a part of. We had to walk the fine line between nostalgia and innovation—updating multiple classic games in a way that appeals to modern players while preserving the soul of the originals. 🎮 In a special blog post for Game Developer our lead game designer Augustas outlined the challenges and solutions we implemented in remastering classic Atari games for modern audiences. Full text: https://lnkd.in/da4wYz7M
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This just in - A new survival game by CI Games, the studio behind the Lords of the Fallen franchise, is scheduled for 2025. 🔴 Kaedim is the platform that every game developer needs. It’s a platform that lets you create 3D assets from 2D images in minutes, with no 3D skills needed. You can use any image, from drawings to screenshots, and get a 3D model that’s ready to use in your game. Kaedim is optimized for usable, production-ready 3D assets, and works with your team’s tools. 🟢 Get Started Today: Kaedim3d.com or Check out our Showcase: app.kaedim3d.com/showcase #GDC #GDC2024 #a16z #GameIndustryUpdates #mobilegames #VideoGameIndustry #GamingUpdates #IndieGame
A New Major IP By Lords of the Fallen Dev Is Coming Next Year
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#pygame #pythpon i know this is very old and classic game when we play in childhood . Dive into the classic snake game, reimagined with vibrant graphics and engaging sound effects! Navigate your snake to collect apples while avoiding collisions with yourself and the screen edges. Enjoy the relaxing background music and whimsical sound effects as you aim for the highest score! Features: Classic gameplay with a twist Smooth graphics and background image Collectible apples instead of simple rectangles Fun sound effects and background music Easy to play, hard to master! How to Play: Use the arrow keys to move the snake. Collect apples to increase your score and length. Avoid crashing into the walls or yourself. Press Space to start the game! Try it out and see how long you can make your snake! Feel free to download the code and assets from
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🕹️ NEW SERIES ALERT 🕹️ Let’s talk about Child of the Ruin, made in 72 hours, by a group within the Indie Game Academy! This is a perfect game to kick off this series with because this is a game that came together so quickly and impressively which I got to see unfold on LinkedIn. This new series, pixels+, will be a game review series. It will live on as a subset of my ongoing series pixels + progress. I want to highlight game jams games, and indie games and talk about what I love about them from a game design perspective. What could be added? What is impressive for the scope of a project? I hope to showcase to the community all it takes to a game in front of you regardless of scope. Back to Child of the Ruin, a quick turnaround of a game, and a wonderful experience. Here are some of my favorite things about this game: - The itch page: beautiful & descriptive, strong sense of what a player wants to see in an overview - Cohesive world design: both the UI and the environmental design match the narrative they are building here - Music/audio: Is bumping, and not repetitive in an annoying way, you feel like you are on an adventure. the voice acting that was in it was done amazingly! - Wonderful RPG Elements: combat, party joining you, very cute character design, and element-based power system My Wants: - Sound effects for dialogue/button clicks - Pause menu - Dynamic camera angle - Combat to be more extensive and clear Given this short amount of time, this was an insane effort and the game is an awesome project! Well done to everyone involved! + Go check it out here: https://lnkd.in/gQKGNPyD Check out my full review here: https://lnkd.in/gqFVZJmK #gamedevelopment #juniorgamedev #gaming #gamingcontentcreators #womeninstem #gamejam #indiegames
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Creating stunning visuals for mobile games is no easy feat! As we take on an exciting journey of art optimization, today we’ll discuss the challenges that come with it. 👇 From hardware limitations to storage constraints, we are sharing valuable insights on overcoming these hurdles to deliver visually impressive games. Just swipe the carousel to learn more, and follow the page to stay on track with the new updates on this intriguing subject. 💡 Also, when you’re done reading, join the conversation! Feel free to share your thoughts on how you achieve seamless performance without compromising on quality in your studio. #InnovecsGames #artcreation #gamedev
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This week we've made a sprint to get an even more polished and pleasant demo experience for the #SteamNextFest . Hope you like it! - Enhanced game general performance - Enhanced visuals in several areas. - Enhanced highlighting system, more clear and less invasive. - Stages and other game scenes (Continue and Stage Clear) feels more alive with details/props, several of them, interactive. - Improved game control system. - Pause menu can be controlled only by the player who invokes it (before only player 1 interacted with the pause menu). Added navigation controls context in main menu (using keyboard or any kind of gamepad). - Removed feature: join Second player any moment in the game (via local or Steam Remote Play) due to control assigning issues. Number of players must be set before beginning the game, also joining via Steam Remote Play. Demo is available and don't forget to Wishlist! https://lnkd.in/de4su3rN
Tomb Stalkers on Steam
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Excited to share my latest project inspired by the captivating mechanics of games like Clash Royale! 🎮 Introducing the Treasure Chest System, where players can collect treasures using in-game currency (gems) or by patiently waiting for countdown timers to finish. What sets this system apart is the ability for players to undo their purchase, providing a seamless gaming experience. Built with scalability and modularity in mind, we've integrated design patterns like State, MVC, and Command, ensuring smooth transitions and easy management of game logic. Check out the gameplay video to see it in action! #GameDev #TreasureChestSystem 🚀🔒
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🎮 Artle - A Wordle-Inspired Web Game for the Gaming Industry! Hello, game developers, digital artists, and industry enthusiasts! I’m thrilled to share a sneak peek of my latest work-in-progress: Artle – a fresh twist on the beloved Wordle game from the New York Times, designed specifically for the gaming and digital art community. 🎯 Artle captures the classic Wordle mechanics but levels up with gaming industry-specific words, custom hints, and unique styling to make each guess feel familiar yet challenging for gamers and game developers alike. Your feedback is very welcome as I refine the final experience, especially from fellow gamers and developers. Stay tuned for more updates as I work toward the release! 🔄 What industry-related words or themes would you like to see featured? #GameDevelopment #IndieDev #Wordle #GamingIndustry #WorkInProgress #BrowserGames
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🎮 What happens when part of your game’s services go down? Imagine you're in the middle of a game, and suddenly the in-game store or voice chat stops working. Does that mean the entire game should stop too? 🤔 Enter graceful degradation—a game-saving design approach that allows core gameplay to continue, even when auxiliary services face issues. It’s all about ensuring players can still enjoy their experience while the non-essential parts of the game are being fixed behind the scenes. Why is this so important? It keeps players engaged, reduces downtime frustration, and minimizes the chance of them leaving for good. 🕹️ Ever thought about how your favorite games handle these issues? Have you noticed when games don’t implement graceful degradation? Let’s talk about it in the comments! 💬 #GameDev #GracefulDegradation #PlayerExperience
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When we work on our games, our Brewmasters push towards high levels of immersion and blur the lines between gameworld and interface. Our goal is to avoid breaking the fourth wall. We do this by making sure the diagetic elements we design achieve the following: ✅ Increased Immersion & Suspension of Disbelief ✅ Player feels like a natural part of the world ✅ More internally consistent narratives Needless to say, achieving the above it not without its challenges. It requires significant work to coherently blend all UI elements into the art style and premise of the world. If not executed skilfully, it can actually hamper usability by making information harder to read and absorb during gameplay. In the NED: Iron Outlaw gameplay, we make sure we spatialise all sound effects to have an original point within the game world itself. each sound emanates realistically from its source - be it characters, environments, objects, etc. This goes beyond just positioning - we account for other physical acoustic properties. This provides the subconscious perception that the player’s viewpoint exists within the simulated world, as audio behaves consistently with the virtual surroundings. We released the demo of NED last year, so here’s a clip from it to show what we mean.
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At The Game Awards 2024, Balatro, developed by LocalThunk and published by Playstack, achieved significant recognition with three major wins: 🏆 Best Independent Game 🏆 Best Debut Indie Game 🏆 Best Mobile Game This poker-themed roguelike deck-builder reimagines classic card game mechanics by fusing them with roguelike progression and dynamic systems, creating a fresh, modern experience that players and critics alike adore. Reimagining classic game mechanics is one of the most rewarding yet challenging aspects of indie game development. It’s not just about modernizing visuals or controls—it’s about creating experiences that are familiar yet fresh, timeless yet relevant. 🎮 Why It Matters: Classic mechanics are blueprints for creativity. They invite players to engage with something familiar while challenging developers to push boundaries. Whether it’s dynamic difficulty, interlocking systems, or storytelling through gameplay, these mechanics remain fertile ground for innovation. Take Hollow Knight, which expands Metroidvania exploration with intricate lore and fluid combat, or Neon White, blending speedrunning precision with card-based mechanics. These games succeed because they don’t just replicate classic systems—they evolve them in ways that captivate today’s players. But achieving this isn’t easy. Indie developers face five significant challenges when adapting these mechanics: 1. 🎯 Expanding the Core Without Losing Focus 2. ⚡ Blending Old and New 3. 🧩 Modernizing Difficulty 4. ❤️ Creating Emotional Connections Through Mechanics 5. 🌟 Standing Out in a Crowded Market 💡 In my latest article, I dive into each of these challenges, offering actionable strategies for indie developers to reimagine the timeless and create games that resonate in today’s market. What’s one classic mechanic you’ve always wanted to reimagine? How would you transform it into something that feels bold and relevant for today’s players?
5 Challenges Game Developers faced when Adapting Classic Game Mechanics into Modern Indie Games
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