Mission

Artistic, technical, and philosophical musings.

Rainboids Dev Diary: The Decisions Behind the Looter Pivot and Co-op

The latest development update outlines significant changes to a game, including a shift from traditional single-player mechanics to a looter-shooter format and the establishment of an authoritative multiplayer server. The changes aim to improve player engagement by removing content gating, allowing all items from the start while focusing on loot quality. The game features dual…

The Psychology and Craft of Engaging Games: An Annotated Reading Guide

The content explores the intersection of game design with psychology, neuroscience, and behavioral economics, emphasizing techniques that enhance player engagement. It discusses fundamental concepts like flow, intrinsic motivation, and the psychology of rewards, which can shape player experiences. Key resources include Jenova Chen’s work on flow, John Hopson’s exploration of behavioral design, and Kahneman &…

Adaptive Difficulty, Dopamine & Flow: Balancing a Bullet-Hell ARPG

The article discusses the design principles employed in a bullet-hell game, focusing on maintaining player engagement through adaptive mechanics. It highlights the challenge of balancing difficulty across a diverse range of player abilities, emphasizing an adaptive difficulty system called the Director, which adjusts enemy challenge based on player performance. The approach incorporates insights from psychology,…

Game Design Resources: Flow, Motivation, Reward Systems, and Game Feel

The content provides a comprehensive list of resources related to game design, emphasizing various aspects such as flow, difficulty adjustment, motivation, behavioral economics, reward conditioning, game feel, and bullet-hell crafting. Notable works include Jenova Chen’s thesis on flow, behavioral game design literature, and key studies on dynamics like Prospect Theory and self-determination theory. The collection…

Rainboids DevDiary: In Search of the Cleanest Meta

On May 24th, the Rainboids development team made significant progress by establishing a build system that introduced 46 rule-rewriting passives, 12 ship skins, a revamped power economy, and a foundational structure for scripted bosses. Emphasizing clean solutions over cleverness, they tackled naming issues and streamlined systems to avoid redundancies. Key decisions included creating a single…

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