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Anton Slashcev

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Game Dev Career Guide

Gamedev Career Guide ๐—›๐—ผ๐˜„ ๐˜๐—ผ ๐—š๐—ฎ๐—ถ๐—ป ๐—˜๐˜…๐—ฝ๐—ฒ๐—ฟ๐—ถ๐—ฒ๐—ป๐—ฐ๐—ฒ---- Industry Knowledge: ----1. Watch streamers โ€“ learn what grabs their attention2. Research the market โ€“ use tools like AppMagic or VG Insights3. Read player reviews โ€“ Steam, Reddit, App Store are goldmines4. Play new games and analyze them โ€“ what works, what doesnโ€™t?5. Stay updated with industry news via PocketGamer, Gamasutra, or IGN---- Develop Skills: ----6. Find a mentor for feedback and guidance7. Create small games in UGC (mods, prototypes)8. Join a small team โ€“ build portfolio projects together9. Participate in game jams like Ludum Dare or Global Game Jam10. Take free courses on YouTube โ€“ channels like Brackeys and The Cherno are great!๐Ÿญ๐Ÿญ. ๐—ž๐—ฒ๐˜† ๐—ฅ๐—ฒ๐˜€๐—ผ๐˜‚๐—ฟ๐—ฐ๐—ฒ๐˜€ ๐—ณ๐—ผ๐—ฟ ๐—Ÿ๐—ฒ๐—ฎ๐—ฟ๐—ป๐—ถ๐—ป๐—ด:๐ŸŽฎ Game Jams: โ€ข Ludum Dare (https://ludumdare.com/), โ€ข Itch_io Game Jams (https://itch.io/jams), โ€ข Global Game Jam (https://globalgamejam.org/), โ€ข GMTK Game Jam (https://lnkd.in/ecSD6V_K)๐Ÿ“š Learning: โ€ข Brackeys (https://lnkd.in/gChH3YcW) […]

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Mobile Game Publishers Heatmap in 2024

Mobile Game Publishers Heatmap in 2024 Top gainers and losers: ๐—ช๐—ต๐—ผ ๐—ฑ๐—ผ๐—บ๐—ถ๐—ป๐—ฎ๐˜๐—ฒ๐—ฑ? ๐ŸŸข Supercell: $1.44B (+79.8%) - https://lnkd.in/eAyrvMmZ ๐ŸŸข Dream Games: $1.5B (+57.64%) - https://lnkd.in/eyBKsqNj ๐ŸŸข Scopely: $1.98B (+57.93%) - https://lnkd.in/e7Gm8Hq6 ๐ŸŸข Peak Games: $564.8M (+89.96%) - https://lnkd.in/emKbWZjf ๐ŸŸข FUNFLY: $1.2B (+2893.14% - not a typo) - https://lnkd.in/eCNUaFHN ๐ŸŸข The Pokรฉmon Company: $357.4M (+424.44%) - https://lnkd.in/eqjyqZFX ๐ŸŸข Paper Games: $345.5M (+673.23%) - https://lnkd.in/ebTVF72F ๐—ช๐—ต๐—ผ ๐˜€๐˜๐—ฟ๐˜‚๐—ด๐—ด๐—น๐—ฒ๐—ฑ? ๐Ÿ”ด Cognosphere: $1.3B (-24.76%) - https://lnkd.in/eXB7YSJc ๐Ÿ”ด NetEase: $1.97B (-10.47%) - https://lnkd.in/e4-7D9wJ ๐Ÿ”ด Playrix: $1.7B (-11.65%) - https://lnkd.in/emb4b9wN ๐Ÿ”ด NEXON: $259.5M (-36.62%) - https://lnkd.in/ekfHHhUF ๐Ÿ”ด Lingxi Games: $366.2M (-40.11%) - https://lnkd.in/e9DAGxsv ๐Ÿ”ด Zynga: $696.5M (-16.33%) - https://lnkd.in/eypn-afQ ๐Ÿ”ด FunPlus: $445.1M (-22.88%) - https://lnkd.in/e8TcEZ8U ๐—ฆ๐˜๐—ฒ๐—ฎ๐—ฑ๐˜† ๐—š๐—ถ๐—ฎ๐—ป๐˜๐˜€: ๐ŸŸก Tencent: $7.8B (+10.79%) - https://lnkd.in/escZv6CJ๐ŸŸก King: $1.45B (-0.51%) - https://lnkd.in/e9bz-GFg ๐ŸŸก LINE Corporation: $776M (-1.64%) - https://lnkd.in/eNimht7B ๐ŸŸก Roblox: $1.18B (+24.1%) - https://lnkd.in/epNcae_2 The top 100 mobile game publishers […]

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Lava Quest Breakdown

Lava Quest Breakdown ๐—ช๐—ต๐—ฎ๐˜ ๐—ถ๐˜€ ๐—ถ๐˜?1. 100 players tournament + win streak. 2. A race through consecutive levels. 3. No room for failure.4. Imagine if Squid Game became an event in casual games :) Originally popularized by Royal Match, this format is now a staple in top casual games. ๐—›๐—ผ๐˜„ ๐—ฑ๐—ผ๐—ฒ๐˜€ ๐—ถ๐˜ ๐˜„๐—ผ๐—ฟ๐—ธ? โ€ข Players join a group of 100 random participants. โ€ข They must complete 5-7 levels without failing. โ€ข Losing a level means elimination. โ€ข Winners split the total reward pool. โ€ข If eliminated, players must wait 30 minutes before retrying. โ€ข The event lasts 24 hours before resetting. ๐—ช๐—ต๐˜† ๐—ฑ๐—ผ๐—ฒ๐˜€ ๐—ถ๐˜ ๐˜„๐—ผ๐—ฟ๐—ธ? Psychology plays a huge role: โ€ข Loss aversion keeps players engaged, theyโ€™ll spend resources to avoid losing. โ€ข The shared reward pool fuels competition and urgency. โ€ข Short-term goals encourage extended play sessions. ๐—ช๐—ต๐—ฎ๐˜ ๐—บ๐—ฎ๐—ธ๐—ฒ๐˜€ […]

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How to Design Daily Missions

How to Design Daily Missions ๐—–๐—น๐—ฒ๐—ฎ๐—ฟ ๐—ผ๐—ฏ๐—ท๐—ฒ๐—ฐ๐˜๐—ถ๐˜ƒ๐—ฒ๐˜€ + ๐—ถ๐—ป๐˜€๐˜๐—ฎ๐—ป๐˜ ๐—ฟ๐—ฒ๐˜„๐—ฎ๐—ฟ๐—ฑ๐˜€ โ€ข Simple, straightforward tasks with quick payoffs โ€ข Example: โ€œComplete 3 levelsโ€ or โ€œCollect 10 itemsโ€ โ€ข Immediate gratification fuels longer play sessions ๐—–๐—ผ๐—บ๐—ฏ๐—ถ๐—ป๐—ฒ ๐˜€๐—ต๐—ผ๐—ฟ๐˜-๐˜๐—ฒ๐—ฟ๐—บ ๐—ฎ๐—ป๐—ฑ ๐—น๐—ผ๐—ป๐—ด-๐˜๐—ฒ๐—ฟ๐—บ ๐˜๐—ฎ๐˜€๐—ธ๐˜€ โ€ข Daily missions for quick engagement โ€ข Tie them to weekly/monthly goals for sustained interest โ€ข Example: โ€œFinish 5 daily missions in a weekโ€ to unlock exclusives ๐—˜๐—ป๐—ฐ๐—ผ๐˜‚๐—ฟ๐—ฎ๐—ด๐—ฒ ๐—ฎ๐—ฐ๐˜๐—ถ๐˜ƒ๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜† โ€ข Require real participation, not just passive logins โ€ข Example: โ€œWin 5 battlesโ€ or โ€œUse 3 different weaponsโ€ โ€ข Drives mastery of game mechanics ๐—•๐—ฎ๐—น๐—ฎ๐—ป๐—ฐ๐—ฒ ๐—ฑ๐—ถ๐—ณ๐—ณ๐—ถ๐—ฐ๐˜‚๐—น๐˜๐˜† โ€ข Simple starter tasks for newcomers โ€ข Gradually increase complexity for veterans โ€ข Keep missions challenging but fair ๐—ฃ๐—ฒ๐—ฟ๐˜€๐—ผ๐—ป๐—ฎ๐—น๐—ถ๐˜‡๐—ฒ ๐—บ๐—ถ๐˜€๐˜€๐—ถ๐—ผ๐—ป๐˜€ โ€ข High spenders crave premium rewards โ€ข Free players lean toward resource-focused tasks โ€ข Aligning with preferences = stronger engagement ๐—ช๐—ต๐˜† ๐—ฑ๐—ผ๐—ฒ๐˜€ ๐˜๐—ต๐—ถ๐˜€ ๐˜„๐—ผ๐—ฟ๐—ธ? โ€ข Retention: […]

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How do you design an addictive game?

How do you design an addictive game? ๐Ÿญ. ๐—ฆ๐˜๐—ฎ๐—ฟ๐˜ ๐˜„๐—ถ๐˜๐—ต ๐—ฎ ๐˜€๐˜๐—ฟ๐—ผ๐—ป๐—ด ๐—ฐ๐—ผ๐—ฟ๐—ฒ ๐—น๐—ผ๐—ผ๐—ฝ: โ€ข A simple, repeatable cycle: Challenge โ†’ Action โ†’ Reward โ€ข Instant gratification with quick loot and flashy visuals โ€ข Small dopamine hits to keep players coming back ๐Ÿฎ. ๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป ๐—ธ๐—ฒ๐—ฒ๐—ฝ๐˜€ ๐˜๐—ต๐—ถ๐—ป๐—ด๐˜€ ๐—ถ๐—ป๐˜๐—ฒ๐—ฟ๐—ฒ๐˜€๐˜๐—ถ๐—ป๐—ด: โ€ข Quick upgrades for short-term wins โ€ข Unlockable skills for mid-term goals โ€ข Achievements and leaderboards for long-term motivation ๐Ÿฏ, ๐—ฅ๐—ฒ๐˜๐—ฒ๐—ป๐˜๐—ถ๐—ผ๐—ป ๐—ต๐—ผ๐—ผ๐—ธ๐˜€ ๐—ฝ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ๐˜€ ๐—ถ๐—ป: โ€ข Daily rewards, time-limited events, and seasonal content โ€ข FOMO mechanics with exclusive items โ€ข Social incentives like guilds and team challenges ๐Ÿฐ. ๐—•๐—ฎ๐—น๐—ฎ๐—ป๐—ฐ๐—ฒ ๐—ฎ๐—ป๐—ฑ ๐—ณ๐—ฒ๐—ฒ๐—ฑ๐—ฏ๐—ฎ๐—ฐ๐—ธ ๐—บ๐—ฎ๐˜๐˜๐—ฒ๐—ฟ: โ€ข Gradual difficulty scaling to keep players in flow โ€ข Rewarding visuals, audio cues, and haptics โ€ข Emotional connection through narrative and characters ๐Ÿฑ. ๐—ฆ๐—ผ๐—ฐ๐—ถ๐—ฎ๐—น ๐—ณ๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒ๐˜€ ๐—ฑ๐—ฟ๐—ถ๐˜ƒ๐—ฒ ๐—ฒ๐—ป๐—ด๐—ฎ๐—ด๐—ฒ๐—บ๐—ฒ๐—ป๐˜: โ€ข Leaderboards, rankings, and PvP battles โ€ข Clans, co-op modes, and community-building mechanics โ€ข […]

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Game narratives arenโ€™t just text.

Game narratives arenโ€™t just text. Theyโ€™re experiences. A great game story makes players feel like they shape the world, not just move through it. ๐—ช๐—ต๐—ฎ๐˜ ๐—บ๐—ฎ๐—ธ๐—ฒ๐˜€ ๐—ถ๐˜ ๐˜„๐—ผ๐—ฟ๐—ธ? โ€ข ๐—ฃ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ ๐—ฎ๐—ด๐—ฒ๐—ป๐—ฐ๐˜† โ€“ Choices should have real consequences. โ€ข ๐—˜๐—ป๐˜ƒ๐—ถ๐—ฟ๐—ผ๐—ป๐—บ๐—ฒ๐—ป๐˜๐—ฎ๐—น ๐˜€๐˜๐—ผ๐—ฟ๐˜†๐˜๐—ฒ๐—น๐—น๐—ถ๐—ป๐—ด โ€“ The world itself should tell the story. โ€ข ๐—˜๐—บ๐—ผ๐˜๐—ถ๐—ผ๐—ป๐—ฎ๐—น ๐—ฒ๐—ป๐—ด๐—ฎ๐—ด๐—ฒ๐—บ๐—ฒ๐—ป๐˜ โ€“ Moments that stay with players. โ€ข ๐—œ๐—ป๐˜๐—ฒ๐—ฟ๐—ฎ๐—ฐ๐˜๐—ถ๐˜ƒ๐—ฒ ๐˜€๐˜๐—ผ๐—ฟ๐˜†๐˜๐—ฒ๐—น๐—น๐—ถ๐—ป๐—ด โ€“ Less cutscenes, more discovery. โ€ข ๐—ก๐—ฎ๐—ฟ๐—ฟ๐—ฎ๐˜๐—ถ๐˜ƒ๐—ฒ ๐—ฝ๐—ฎ๐—ฐ๐—ถ๐—ป๐—ด โ€“ Balance story and action to keep engagement high. ๐—ช๐—ฎ๐—ป๐˜ ๐˜๐—ผ ๐—ฏ๐˜‚๐—ถ๐—น๐—ฑ ๐—ฎ ๐—ฐ๐—ผ๐—บ๐—ฝ๐—ฒ๐—น๐—น๐—ถ๐—ป๐—ด ๐—ด๐—ฎ๐—บ๐—ฒ ๐—ป๐—ฎ๐—ฟ๐—ฟ๐—ฎ๐˜๐—ถ๐˜ƒ๐—ฒ? 1. Start with the concept โ†ณ Define genre, mechanics, and hooks. 2. Develop the world โ†ณ Create lore that integrates with gameplay. 3. Design meaningful characters โ†ณ Their arcs should connect with challenges. 4. Tie story to gameplay โ†ณ Make failures, successes, and choices matter. 5. Use interactive tools โ†ณ Dialogue, lore-rich environments, and collectibles. ๐—ฆ๐—ผ๐—บ๐—ฒ […]

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Core Loop in Top Casual Games

Core Loop in Top Casual Games Analyzed the main gameplay loop of several games:- Homescapes- Monopoly GO- Royal Match- Match Factory- Coin Master- Travel TownThe most interesting observation is that the live ops of top games are deeply integrated into the gameplay loop, becoming an essential part of it rather than a separate activity.

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What makes a game unforgettable?

What makes a game unforgettable? Hereโ€™s a breakdown of what truly matters in game design: ๐Ÿญ. ๐—œ๐—บ๐—บ๐—ฒ๐—ฟ๐˜€๐—ถ๐—ผ๐—ป ๐ŸŒŒ โ†ณ Aesthetics + Narrative = A world players donโ€™t want to leave ๐Ÿฎ. ๐—ฅ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜†๐—ฎ๐—ฏ๐—ถ๐—น๐—ถ๐˜๐˜† ๐Ÿ”„ โ†ณ Progression + Discovery = A reason to come back, again and again ๐Ÿฏ. ๐—ง๐—ฒ๐—ป๐˜€๐—ถ๐—ผ๐—ป โšก โ†ณ Uncertainty + Urgency = Moments that keep players on the edge of their seats ๐Ÿฐ. ๐—™๐—น๐—ผ๐˜„ ๐ŸŒŠ โ†ณ Challenge + Skill = That perfect balance where time seems to disappear ๐Ÿฑ. ๐—˜๐—ป๐—ด๐—ฎ๐—ด๐—ฒ๐—บ๐—ฒ๐—ป๐˜ ๐Ÿ’ฌ โ†ณ Agency + Feedback = Players feeling their choices truly matter ๐Ÿฒ. ๐— ๐—ฎ๐˜€๐˜๐—ฒ๐—ฟ๐˜† ๐Ÿ† โ†ณ Iteration + Achievement = The thrill of leveling up and improving ๐Ÿณ. ๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป ๐Ÿ“ˆ โ†ณ Effort + Reward = Clear goals that make every step satisfying ๐Ÿด. ๐—ฅ๐—ฒ๐˜๐—ฒ๐—ป๐˜๐—ถ๐—ผ๐—ป ๐Ÿ“… โ†ณ Habit + Anticipation = A reason to log back in every day […]

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7-Step Mobile Game Prototyping Framework

7-Step Mobile Game Prototyping Framework ๐Ÿญ. ๐—”๐—ป๐—ฎ๐—น๐˜†๐˜‡๐—ฒ ๐˜๐—ต๐—ฒ ๐—บ๐—ฎ๐—ฟ๐—ธ๐—ฒ๐˜ ๐ŸŽฏโ€ข Research genres successful for newcomers. โ€ข Focus on those with steady year-over-year growth. โ€ข Target markets where a few big players donโ€™t dominate. ๐Ÿฎ. ๐—–๐—ฟ๐—ฒ๐—ฎ๐˜๐—ฒ ๐—ฎ๐—ป ๐—ถ๐—ฑ๐—ฒ๐—ฎ ๐Ÿ’ก โ€ข Define your core gameplay mechanics. โ€ข Establish a Unique Selling Proposition (USP). โ€ข Learn from top-performing games and adapt their best practices. ๐Ÿฏ. ๐—š๐—ฎ๐˜๐—ต๐—ฒ๐—ฟ ๐—ฎ ๐˜๐—ฒ๐—ฎ๐—บ ๐Ÿค โ€ข Start small: 3โ€“5 skilled individuals (or outsource). โ€ข Prioritize multidisciplinary skills (design, programming, marketing). โ€ข Ensure the teamโ€™s passion aligns with your gameโ€™s vision. ๐Ÿฐ. ๐—ฆ๐—ฒ๐˜ ๐—ž๐—ฃ๐—œ๐˜€ ๐—ฎ๐—ป๐—ฑ ๐—ฟ๐—ผ๐—ฎ๐—ฑ๐—บ๐—ฎ๐—ฝ ๐Ÿ›ฃ๏ธ โ€ข Plan a short development cycle (2โ€“3 months for a prototype). โ€ข Define measurable KPIs like CPI, retention, and tutorial completion. โ€ข Use milestones to track progress and adjust as needed. ๐Ÿฑ. ๐——๐—ฒ๐˜ƒ๐—ฒ๐—น๐—ผ๐—ฝ ๐—ฎ ๐—ฝ๐—ฟ๐—ผ๐˜๐—ผ๐˜๐˜†๐—ฝ๐—ฒ ๐ŸŽฎ โ€ข Focus on the core gameplay loop, […]

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Royal Kingdom vs Royal Match

Royal Kingdom vs Royal Match ๐Ÿญ. ๐—™๐—ฎ๐—ธ๐—ฒ ๐—ฃ๐˜ƒ๐—ฃ ๐—ฏ๐—ฎ๐˜๐˜๐—น๐—ฒ๐˜€ โš”๏ธ โ€ข Every 10th level, players attack opponent castles using Match-3. โ€ข Shields protect, potions repair. ๐Ÿฎ. ๐—” ๐—ป๐—ฒ๐˜„ ๐—ฟ๐—ฒ๐˜€๐—ผ๐˜‚๐—ฟ๐—ฐ๐—ฒ ๐˜€๐˜†๐˜€๐˜๐—ฒ๐—บ โญ โ€ข Potions replace stars as rewards. โ€ข Variable potion amounts instead of a fixed one-star reward. ๐Ÿฏ. ๐—˜๐˜ƒ๐—ผ๐—น๐˜ƒ๐—ฒ๐—ฑ ๐—ฑ๐—ฒ๐—ฐ๐—ผ๐—ฟ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—บ๐—ฒ๐˜๐—ฎ ๐Ÿฐ โ€ข Multiple separate locations instead of a single expanding one. โ€ข Clearer visual progression to show total work scope. โ€ข Team ranking system with weekly goals and rewards. โ€ข Player rank system that unlocks new areas. ๐Ÿฐ. ๐—ก๐—ฒ๐˜„ ๐—ฏ๐—ผ๐—ผ๐˜€๐˜๐—ฒ๐—ฟ๐˜€ ๐Ÿ’ฅ โ€ข Wizard Hat: Changes random color elements. โ€ข Bomber Plane: Drops 3 bombs that auto-activate. ๐Ÿฑ. ๐—ฃ๐—ฟ๐—ฒ๐—บ๐—ถ๐˜‚๐—บ ๐—ฐ๐˜‚๐—ฟ๐—ฟ๐—ฒ๐—ป๐—ฐ๐˜† ๐˜€๐—ต๐—ถ๐—ณ๐˜ ๐Ÿ’Ž โ€ข Earned through meta-tasks instead of level completion. โ€ข Players can request potions from teammates once per day. โ€ข More emphasis on team cooperation. ๐Ÿฒ. ๐—จ๐—ฝ๐—ด๐—ฟ๐—ฎ๐—ฑ๐—ฒ๐—ฑ ๐˜๐—ฒ๐—ฎ๐—บ ๐—ณ๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒs […]

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Blue Ocean Subgenres in Mobile Gaming in 2025

Blue Ocean Subgenres in Mobile Gaming in 2025 Here's a structured look at market size, growth, success rate, and oligopoly index:--- ๐—•๐˜† ๐—ฟ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜‚๐—ฒ: ---๐Ÿญ. ๐Ÿฐ๐—ซ ๐—ฆ๐˜๐—ฟ๐—ฎ๐˜๐—ฒ๐—ด๐˜† โ€ข Revenue: $7B in 2024 โ€ข YoY growth: 14% โ€ข Success rate: 14.8% โ€ข Top games of the genre: https://lnkd.in/eub3cEKu ๐Ÿฎ. ๐—œ๐—ฑ๐—น๐—ฒ ๐—ฅ๐—ฃ๐—š โ€ข Revenue: $2B in 2024 โ€ข YoY growth: 31% โ€ข Success rate: 5.8% โ€ข Top games of the genre: https://lnkd.in/eSU2EBSG ๐Ÿฏ. ๐—ฅ๐—ผ๐—ด๐˜‚๐—ฒ๐—น๐—ถ๐—ธ๐—ฒ โ€ข Revenue: $436M in 2024 โ€ข YoY growth: 44% โ€ข Success rate: 4.3% โ€ข Top games of the genre: https://lnkd.in/eFGy73ux ๐Ÿฐ. ๐— ๐—ฒ๐—ฟ๐—ด๐—ฒ ๐—š๐—ฎ๐—บ๐—ฒ๐˜€ โ€ข Revenue: $1.2B in 2024 โ€ข YoY growth: 94% (!) โ€ข Success rate: 1.4% โ€ข Top games of the genre: https://lnkd.in/eJGWpT8i --- ๐—•๐˜† ๐—ฑ๐—ผ๐˜„๐—ป๐—น๐—ผ๐—ฎ๐—ฑ๐˜€: --- ๐Ÿญ. ๐—๐—ผ๐—ฏ ๐—ฆ๐—ถ๐—บ๐˜‚๐—น๐—ฎ๐˜๐—ผ๐—ฟ โ€ข Downloads: 520M in 2024 โ€ข YoY growth: 42% โ€ข Success rate: 11.7% โ€ข Top games of the […]

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How to Balance Your Mobile Game

How to Balance Your Mobile Game ๐—ž๐—ฒ๐˜† ๐˜€๐˜๐—ฒ๐—ฝ๐˜€ ๐—ณ๐—ผ๐—ฟ ๐—ฏ๐—ฎ๐—น๐—ฎ๐—ป๐—ฐ๐—ถ๐—ป๐—ด: 1. Identify core values to ensure fairness and long-term player trust.2. Separate critical and non-critical resources (progression vs. cosmetics). 3. Implement a difficulty curve that challenges without overwhelming. 4. Use analytics to spot and fix issues early. 5. Gather player feedback through surveys and community channels. 6. Adapt continuously: balance is an ongoing process. ๐—ž๐—ฒ๐˜† ๐—ฐ๐—ผ๐—ป๐—ฐ๐—ฒ๐—ฝ๐˜๐˜€ ๐˜๐—ผ ๐—ฐ๐—ผ๐—ป๐˜€๐—ถ๐—ฑ๐—ฒ๐—ฟ:โ€ข Symmetry vs. Asymmetry: Decide if players start equally (Chess) or with unique strengths (StarCraft).โ€ข Feedback Loops: Positive loops amplify success; negative loops maintain fairness.โ€ข Power Curve: Ensure power progression feels natural and rewarding.โ€ข Difficulty Curve: Gradually increase the challenge to match player skill.โ€ข Power Creep: Avoid making old content obsolete with new updates.๐—ง๐—ต๐—ฒ ๐—ณ๐—ผ๐˜‚๐—ฟ ๐—ฝ๐—ถ๐—น๐—น๐—ฎ๐—ฟ๐˜€ ๐—ผ๐—ณ ๐—ฎ ๐˜€๐˜๐—ฎ๐—ฏ๐—น๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ ๐—ฒ๐—ฐ๐—ผ๐—ป๐—ผ๐—บ๐˜†: โ€ข Stable currency: Prevent inflation to maintain trust. โ€ข Rational pricing: Reflect […]

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