Depends on the game, but I think excessive punishment can be an interesting way to get people to make decisions in games, as long as it doesn't completely de-rail their motivation to keep playing.
I think the best decision in a game, is to make the gamer feel as if they "control" everything in a game, even if they might not, like an open world game, it feels like complete freedom to walk anywhere but the mission available will guide the gamer into a direction decided by the developer even if it doesn't feel that way to the gamer. This is where game psychology becomes really important, the developers decisions need to affect the gamer's emotions.🧸
sometimes its fun to not get decision feedback right away, the mechanic becomes probing a blackbox trying to figure out whats inside, but the longer you wait to give something, the harder it is to make that actually feel even possible to understand. might be fun to see a game where parts of the puzzle are covered and you have to figure out whats hidden to move on, at which point the bits are revealed.
1) Freedom or Options 1:33 2) Impact 2:09 3) Understanding 2:48 4) Meaning 3:43 5) Challenge 4:28 6) Game Design Pyramid: Sandbox or Gambling 6:42 7) 5 Seconds of fun 7:20 8) Ways to fix a bad game? 8:28 a) More Freedom, new ability 8:49 b) Bigger Impact, different outcomes, lasting consequences 9:08 c) Clearer Understanding. Feel impact of your decisions more when they're understood 9:32 d) The more the future is impacted the more meaningful they feel 9:58 e) Challenge wears off, keep it interesting, randomness, multiplayer, good balance 10:07
listen you are really good at summing points... this is gold, I basically build a list of todos for game design based of your vids... Top stuff thanks!
Man your videos are way better than mine :D. I guess I should put more work into them, but I don't want to sacrifice my development capabilities too much. How do you handle it? Again great video, well explained, nice footage and editing. I am actually going to use a random event system in my game, where the player can choose from a good and evil decision resulting in a direct effect and ultimately in two different endings :)
Just keep at it. You'll get better. Took me hundreds of videos and games to get here. :D I'd make sure that going for an evil option has enough advantages for players to consider that as well. I feel like players have an inherent drive to do the right thing so perhaps going for the evil option should even be slightly better. Maybe that's something to consider. :)
@@JonasTyroller Thanks for the advice, appreciate it! I will keep going. And yeah evil options are going to be more effective, but later may have bad side effects ;)
Don't worry, same this side, I'm also learning so much from these videos, it's weird, when you just watch RUclips its like oh okay that cool and so forth but then when you start making your own videos you realise how time consuming and difficult it actually is, especially to grow a channel. Your channel looks awesome though😎keep up the awesome work🆒🔑
@@arzifactstudios2146 Very true. I actually have quite some video background and did some cinematics back in the day. Once I worked a whole year on a project haha. So I know its hard work. Thanks very much :) for the compliments. Yours looks very cool as well, especially liked the cartoon filter on your featured video, great idea :D. And yeah as Jonas mentioned already, we should just keep going :). Best luck, we indies should really stick together!
Man your videos are unique! I really like the way you analize things. Really interesting and useful. Plus I'm at that stage I am actually working on designing decisions. Keep it up!
Thanks for the comment. I think you're right. Designing decisions is very related to designing the gameplay. Gameplay can also consist of pure execution without any engaging decisions, though. I wish you the best of luck for designing some awesome decisions for your game. ;)
5:31 You can even enter an impass on deciding you rather lose points or loves, how can you do it and still beat the game, you could easily create an impossible condition. You just casually created a FANTASTIC game!!!! Im playing scenarios in my head and im quite crazy to play this one (put different points, for example, and this become like gambling, you would make people good at math lol). And yeah, you just convinced that a prototype can be a fun engaging game 😂, creating an interesting scenario of decisions, trade off and planning is more important than the game looking cool.
Jonas Tyroller :) thank you for making such great content honestly you have helped me through a lot. Not just game dev stuff. And I hope you don’t judge yourself for living with your dad and stuff cause I am in a similar situation where my dad is supporting my endeavor and sometimes I catch myself judging myself and saying that I’m not doing anything of that I’m a leech. And you have definitely helped with those thoughts! So thank you
@@wonderpouchstudios I've realized that living at home is actually a pretty smart move. Allows you to work on your passion with a lower financial cost and risk. We should definitely keep in mind that this is a privileged position to be in. We should be grateful for the opportunity but not ashamed for taking it. Wish you all the best and tell your dad he's awesome! :)
Jonas Tyroller Thank you so much Jonas! I feel like I’m talking to a celebrity rn I’m in the grocery store like shaking haha. I wish you the best as well! And if it’s ever possible I would absolutely LOVE to do a collab in the future like a game jam or something. I’m pretty beginner to game dev but I’m learning quick!
@@JonasTyroller Thank you! It was my previous school project with my previous team that had 6 people. Currently I am making a steampunk themed cannon fishing game with a new team of 8 people. I am also making a weekly dev log series of the development here on RUclips. Also I want to thank you for giving me useful tips and inspiration through your vids. Especially your recent success with Islanders has inspired me and many of my school mates.
Great video Jonas! I think being able to express yourself in overcoming the challenge make for great decisions. For example: do you go in guns blazing or stealthly sneak around.
@@JonasTyroller or not viable, but instead fun. Fun options sometimes are better than viable ones (for example 7 random events instead of just finishing the game just to see what the 7 events will be, not caring that the events may cause losing the current game), but that is up to the player to decide. I like when the game, however, gives the opportunity to do such things. Some games are made so that you can't do certain challenges, or any at all.
Omfg i just found your channel again i remember your old channel tasty blue games. and when i was 10 i made my first game because of your game maker tutorial. Much love
@@shivanshchanana1 Nope. Not willing to invest the time into the maintenance of that at the moment. I appreciate you asking. The best way to support me right now is to buy ISLANDERS on Steam and keep watching my videos. Thank you!! :)
I bought your game just this week u know. It was on sale so i thought oh yeah looks nice ill get that one. And yesterday by accident i found your channel. What a coincidence :D Ach nebenbei lebe auch in deutschland 💪
Another way to add a good decision to your game is to give it a good and bad effect. For example, in some games when you hold your knife you move at your normal speed but you are left with no way to protect yourself except for avoiding other players. This makes it so the only way to damage them is to get close but that risks you getting killed. But when you hold your gun you can fight from far range decreasing the risk of dying while being able to damage them, but it slows you down making it harder to get to cover and risks you being shot.
Fantastic video! Really gets you thinking. I'd love to see that balancing video (I have a whole bunch of balancing work to do at work in the upcoming weeks)
Well what are the decisions the player can take in your game? If I remember correctly you can decide which weapons you want to upgrade, right? Make it challenging to predict what the best upgrade to buy is BUT it shouldn't be guessing work and you should be able to make an educated guess. For achieving a diversity in the weapons that are viable I'd suggest making the upgrades exponentially more expensive to encourage buying upgrades from different weapons and not just from one. And all of that while allowing the player to find their own play-style so everything should still be about equally viable. Let's chat about it on Discord some time...
@@JonasTyroller Thanks for the tips :) The balance work I'll be doing is about enemies and missions too by the way. I'm actually doing less of the economy balancing. Let's definitely talk about it ^^ I'd love to hear more of your insight.
@@JonasTyroller Yeah that's one of my biggest regrets about making VR games. You can't just show it off to friends and family because of the hardware exclusivity.
I feel like ambiguity is another important aspect; if you know everything about the game state, you can overthink it and plan too far ahead making it a chore to simply execute that plan. This is why tic-tac-toe isn't fun past the age of 7. On the other hand, if you have some aspect you can't account for, it can add an element of tension that makes each decision a bit more exciting; this arises naturally in your simple example, but should be considered if ot doesn't, and even if it's already implemented, you should consider whether it's properly balanced; for example, in your game, you could make the visible rectangle larger or smaller, perhaps even non-integer sizes so an observant player might be able to narrow down what a square might contain but it could be a couple different values depending on the graphics
Happy to hear that. Please note that the content of this video completely made up by me and not part of any official game design literature or something like that. I don't wanna get you into trouble. :p
Your videos are fascinating, you cover interesting topics and present them really well. Do you know whether these informative and instructional videos seem to have any impact on your sales of Will You Snail? You and Thomas Brush seem to do a really good job of providing interesting RUclips videos, and seem to help to spread the word about your games. But curious if you actually see any increased sales due to these types of videos? I hope so, but it seems really really hard to market indie games.
Amazing lesson as usual! I got one question (not related to the video tho.) I'm working on a 3D game on Unity on Windows and everything is fine. I downloaded the same version of Unity on a MacBook air laptop and tried to open the game project and I was faced by a pink loading screen that remains for hours. So, my question is: what's the cheapest Mac I can buy that can open 3D projects efficiently (just to test and publish games for Mac on it)? I know this is very specific but I am sure you had gone through something similar while testing Islanders in Mac. Thanks for everything you do for the game devs! Keep up the good work!
Yes, we ran into a very similar issue a couple of weeks ago as you need a mac to build for mac. Friedemann ended up buying a used macbook. I'm not sure which one or where but iff you want you can ask him on twitter or contact him via his online portfolio (mail). Just search for Friedemann Allmenroeder. :)
4:26 I LOVE how you can take a hit to get more reward later making EVEN BAD DECISION!!! Good and useful. It becomes a matter of how painful it will be to do so. Thats pure gambling.
Don't make content you want people to watch. Make content people want to watch. Find out what people want to watch. Put a lot of effort into title, thumbnail and first 15 seconds of the video. Make it very clear in all 3 of those things which kind of value the video will provide and then deliver on that promise. And most importantly have fun so you can stick it through for at least 3 years. :)
@@JonasTyroller Just jump on the deep of Godot 3, like I mean start the tutorial but opening simple Godot 3 project and adding more features on its source codes. Example: There's car Godot 3 project, open the project and make the car can reverse and brakes. Like this.
A good follow up on decision making and game design is a wonderful article by Soren Johnson. TLDR (total fun) = (meaningful decisions) / (time played). www.gamasutra.com/view/news/197181/When_choice_is_bad_finding_the_sweet_spot_for_player_agency.php
What do you think makes for a great decision in a game?
The best decision i ever made was stopping procrastination and seriously open unity lol
Depends on the game, but I think excessive punishment can be an interesting way to get people to make decisions in games, as long as it doesn't completely de-rail their motivation to keep playing.
Its the brain that makes great decision well most of the time at least
I think the best decision in a game, is to make the gamer feel as if they "control" everything in a game, even if they might not, like an open world game, it feels like complete freedom to walk anywhere but the mission available will guide the gamer into a direction decided by the developer even if it doesn't feel that way to the gamer. This is where game psychology becomes really important, the developers decisions need to affect the gamer's emotions.🧸
@@bongobliss5795 Haha. Good idea. :D
sometimes its fun to not get decision feedback right away, the mechanic becomes probing a blackbox trying to figure out whats inside, but the longer you wait to give something, the harder it is to make that actually feel even possible to understand. might be fun to see a game where parts of the puzzle are covered and you have to figure out whats hidden to move on, at which point the bits are revealed.
1) Freedom or Options 1:33
2) Impact 2:09
3) Understanding 2:48
4) Meaning 3:43
5) Challenge 4:28
6) Game Design Pyramid: Sandbox or Gambling 6:42
7) 5 Seconds of fun 7:20
8) Ways to fix a bad game? 8:28
a) More Freedom, new ability 8:49
b) Bigger Impact, different outcomes, lasting consequences 9:08
c) Clearer Understanding. Feel impact of your decisions more when they're understood 9:32
d) The more the future is impacted the more meaningful they feel 9:58
e) Challenge wears off, keep it interesting, randomness, multiplayer, good balance 10:07
listen you are really good at summing points... this is gold, I basically build a list of todos for game design based of your vids... Top stuff thanks!
Oh, nice. You need to send me that list one day so I can make a video about it. :D
@@JonasTyroller sure, ill do it :)
Big fan of the channel thanks for all the great content! You put a lot of work into these videos and it shows.
I'm giving it my best. Thank you. :)
These are my favorite videos of yours, and this is another new high. Likely your best video yet. Excellent job. Much respect.
Thank you very much. Can go only downhill from here. :p
I came here from btp video and just watched a couple of your videos, really great content man 😊
Cool. Thanks for stopping by. Glad you enjoy the content. :)
Man your videos are way better than mine :D. I guess I should put more work into them, but I don't want to sacrifice my development capabilities too much. How do you handle it? Again great video, well explained, nice footage and editing. I am actually going to use a random event system in my game, where the player can choose from a good and evil decision resulting in a direct effect and ultimately in two different endings :)
Just keep at it. You'll get better. Took me hundreds of videos and games to get here. :D
I'd make sure that going for an evil option has enough advantages for players to consider that as well. I feel like players have an inherent drive to do the right thing so perhaps going for the evil option should even be slightly better. Maybe that's something to consider. :)
@@JonasTyroller Thanks for the advice, appreciate it! I will keep going. And yeah evil options are going to be more effective, but later may have bad side effects ;)
Don't worry, same this side, I'm also learning so much from these videos, it's weird, when you just watch RUclips its like oh okay that cool and so forth but then when you start making your own videos you realise how time consuming and difficult it actually is, especially to grow a channel. Your channel looks awesome though😎keep up the awesome work🆒🔑
@@arzifactstudios2146 Very true. I actually have quite some video background and did some cinematics back in the day. Once I worked a whole year on a project haha. So I know its hard work. Thanks very much :) for the compliments. Yours looks very cool as well, especially liked the cartoon filter on your featured video, great idea :D. And yeah as Jonas mentioned already, we should just keep going :). Best luck, we indies should really stick together!
Very underrated YT channel...
I think my redesign of Grand Illusion lets the player make more interesting decisions thanks to your suggestions.
Great video as always!
Glad I could help. :)
I've learned more about game design from this channel than any other.
Man your videos are unique! I really like the way you analize things. Really interesting and useful. Plus I'm at that stage I am actually working on designing decisions. Keep it up!
Btw for me designing decisions is really close to designing the gameplay (if not the same thing) what do you think?
Thanks for the comment. I think you're right. Designing decisions is very related to designing the gameplay. Gameplay can also consist of pure execution without any engaging decisions, though. I wish you the best of luck for designing some awesome decisions for your game. ;)
@@JonasTyroller You're right! Thank you and good luck for "Will you snail?" too!
5:31 You can even enter an impass on deciding you rather lose points or loves, how can you do it and still beat the game, you could easily create an impossible condition. You just casually created a FANTASTIC game!!!! Im playing scenarios in my head and im quite crazy to play this one (put different points, for example, and this become like gambling, you would make people good at math lol). And yeah, you just convinced that a prototype can be a fun engaging game 😂, creating an interesting scenario of decisions, trade off and planning is more important than the game looking cool.
Was going to sleep, saw the notification from Jonas, now I will be awake for few more minutes.
Oh no, I'm costing you precious sleep. Sorry. :D
The prototype game looks genuinely fun.
I screenshotted that pyramid, thanks for all the help over the months :_)
Thanks a lot for sticking with me for that long. :D
Jonas Tyroller :) thank you for making such great content honestly you have helped me through a lot. Not just game dev stuff. And I hope you don’t judge yourself for living with your dad and stuff cause I am in a similar situation where my dad is supporting my endeavor and sometimes I catch myself judging myself and saying that I’m not doing anything of that I’m a leech. And you have definitely helped with those thoughts! So thank you
@@wonderpouchstudios I've realized that living at home is actually a pretty smart move. Allows you to work on your passion with a lower financial cost and risk.
We should definitely keep in mind that this is a privileged position to be in. We should be grateful for the opportunity but not ashamed for taking it. Wish you all the best and tell your dad he's awesome! :)
Jonas Tyroller Thank you so much Jonas! I feel like I’m talking to a celebrity rn I’m in the grocery store like shaking haha.
I wish you the best as well! And if it’s ever possible I would absolutely LOVE to do a collab in the future like a game jam or something. I’m pretty beginner to game dev but I’m learning quick!
Great video as usual! Definitely gonna show this to my team!
Thank you. Greetings to your team. Did you make Gardenauts together or was that a solo project? The gameplay looks quite interesting in the trailer.
@@JonasTyroller Thank you! It was my previous school project with my previous team that had 6 people. Currently I am making a steampunk themed cannon fishing game with a new team of 8 people. I am also making a weekly dev log series of the development here on RUclips. Also I want to thank you for giving me useful tips and inspiration through your vids. Especially your recent success with Islanders has inspired me and many of my school mates.
Thanks for making this video!
I'm gonna make a game
inspired by this :)
Oh yes, a new video. I was holding my phone waiting for this video
Same here
Haha. Sorry for the delay. :P
@@TheTechpreneurs Very humbling. Thank you. :)
Great video Jonas! I think being able to express yourself in overcoming the challenge make for great decisions. For example: do you go in guns blazing or stealthly sneak around.
Oh yes, thank you. Good point. It is very nice if there are multiple solutions that can all be equally viable.
@@JonasTyroller or not viable, but instead fun. Fun options sometimes are better than viable ones (for example 7 random events instead of just finishing the game just to see what the 7 events will be, not caring that the events may cause losing the current game), but that is up to the player to decide. I like when the game, however, gives the opportunity to do such things. Some games are made so that you can't do certain challenges, or any at all.
Bro, why do I feel like that example game would make a great and pretty addicting mobile game?
Restricting freedom can often make more meaningful decisions though, e.g. cooldowns. Or stopping/slowing down when shooting
Ich habe mir heute endlich Isanders und Superflight geholt! (Ich bereue es jetzt, so lange gewartet zu haben)
Omfg i just found your channel again i remember your old channel tasty blue games. and when i was 10 i made my first game because of your game maker tutorial. Much love
Awesome! That is so great to hear.
Very concise and well made video. Thank you.
Now I have become a much better game designer, thanks a lot for the clarification!
Choice - Consequence - Causation or Clarity - Context - Challenge (I just renamed each step and I'm calling it the 5 Cs 😚)
Nice, I like it
This video is criminally under-viewed.
AMAZING , I love your game design videos dude. It helps alot for our team to have a decision for our game.
Awesome. Very happy to hear that.
@@JonasTyroller Hey do you own a patreon page buddy?
@@shivanshchanana1 Nope. Not willing to invest the time into the maintenance of that at the moment. I appreciate you asking.
The best way to support me right now is to buy ISLANDERS on Steam and keep watching my videos. Thank you!! :)
I really happy to meet you. I watching your videos randomly. And it's so funny and i learning too much things.
I bought your game just this week u know. It was on sale so i thought oh yeah looks nice ill get that one. And yesterday by accident i found your channel. What a coincidence :D Ach nebenbei lebe auch in deutschland 💪
Haha. Nice coincidence. Thank you. :)
Nice one... Thanks for posting....
Glad to hear you found it interesting. Thank you for watching.
Another way to add a good decision to your game is to give it a good and bad effect. For example, in some games when you hold your knife you move at your normal speed but you are left with no way to protect yourself except for avoiding other players. This makes it so the only way to damage them is to get close but that risks you getting killed. But when you hold your gun you can fight from far range decreasing the risk of dying while being able to damage them, but it slows you down making it harder to get to cover and risks you being shot.
Dear God... I feel like this video solves the riddle of life or something. This should be taught to everyone in like grade school or something.
Fantastic video! Really gets you thinking. I'd love to see that balancing video (I have a whole bunch of balancing work to do at work in the upcoming weeks)
Well what are the decisions the player can take in your game? If I remember correctly you can decide which weapons you want to upgrade, right? Make it challenging to predict what the best upgrade to buy is BUT it shouldn't be guessing work and you should be able to make an educated guess. For achieving a diversity in the weapons that are viable I'd suggest making the upgrades exponentially more expensive to encourage buying upgrades from different weapons and not just from one. And all of that while allowing the player to find their own play-style so everything should still be about equally viable. Let's chat about it on Discord some time...
@@JonasTyroller Thanks for the tips :) The balance work I'll be doing is about enemies and missions too by the way. I'm actually doing less of the economy balancing. Let's definitely talk about it ^^ I'd love to hear more of your insight.
@@YaenGamedev Great. Game design discussions are my favorite discussions. Unfortunately I still can't test the game due to a lack of VR headsets... :(
@@JonasTyroller Yeah that's one of my biggest regrets about making VR games. You can't just show it off to friends and family because of the hardware exclusivity.
That game was so good that I want a download link.
Yes, upload this if you still have it, pleaaaase, Jonas!
@@redstrider6814 aw cmon!
I feel like ambiguity is another important aspect; if you know everything about the game state, you can overthink it and plan too far ahead making it a chore to simply execute that plan. This is why tic-tac-toe isn't fun past the age of 7. On the other hand, if you have some aspect you can't account for, it can add an element of tension that makes each decision a bit more exciting; this arises naturally in your simple example, but should be considered if ot doesn't, and even if it's already implemented, you should consider whether it's properly balanced; for example, in your game, you could make the visible rectangle larger or smaller, perhaps even non-integer sizes so an observant player might be able to narrow down what a square might contain but it could be a couple different values depending on the graphics
I love your videos, you are helping me so much for my first game development exam. Keep it up :)
Happy to hear that. Please note that the content of this video completely made up by me and not part of any official game design literature or something like that. I don't wanna get you into trouble. :p
This list was super helpful for me thanks!
Interesting how the final game could be a decent AI benchmark
Thanks for sharing these tips and once again another great video. That example game is actually not bad, could make a good casual mobile game.👍
Thanks. You're welcome. :)
@@JonasTyroller makes me remember an old ninjakiwi game with blobs where your progress in the puzzles is very RNG-based.
Your videos are fascinating, you cover interesting topics and present them really well. Do you know whether these informative and instructional videos seem to have any impact on your sales of Will You Snail? You and Thomas Brush seem to do a really good job of providing interesting RUclips videos, and seem to help to spread the word about your games. But curious if you actually see any increased sales due to these types of videos? I hope so, but it seems really really hard to market indie games.
Thanks to this i got such a good game idea xD
Awesome!! Super happy to hear that.
well clicking on this video also is a decision but not in the way in a game but I'm glad I made that decision :D
Man I love your video and your games! thankss
No, thank youu. :)
Amazing lesson as usual! I got one question (not related to the video tho.)
I'm working on a 3D game on Unity on Windows and everything is fine. I downloaded the same version of Unity on a MacBook air laptop and tried to open the game project and I was faced by a pink loading screen that remains for hours.
So, my question is: what's the cheapest Mac I can buy that can open 3D projects efficiently (just to test and publish games for Mac on it)?
I know this is very specific but I am sure you had gone through something similar while testing Islanders in Mac.
Thanks for everything you do for the game devs! Keep up the good work!
Yes, we ran into a very similar issue a couple of weeks ago as you need a mac to build for mac. Friedemann ended up buying a used macbook. I'm not sure which one or where but iff you want you can ask him on twitter or contact him via his online portfolio (mail). Just search for Friedemann Allmenroeder. :)
@@JonasTyroller thanks a lot :)
Can you release the game you made in this video? Just like on itch or game jolt or something? (If I check and it is already there then I will cey)
Imo, the most important thing is opportunity cost
7:03
this is Murica
Interesting how much overlap there is between video games and ttrpgs
4:26 I LOVE how you can take a hit to get more reward later making EVEN BAD DECISION!!! Good and useful. It becomes a matter of how painful it will be to do so. Thats pure gambling.
After looking at all the green I looked away and just saw pink 😳
Bei Islanders fehlt bei mir die Tarverne im Sandboxmodus
Das ist ein Bug. Wird im nächsten Update nachgereicht. :)
Challenge
Meaning
Understanding
wooooooooow 😍😍😍 amazing it will help me alot
What are your tips for growing a channel like indie game dev?
Don't make content you want people to watch. Make content people want to watch. Find out what people want to watch. Put a lot of effort into title, thumbnail and first 15 seconds of the video. Make it very clear in all 3 of those things which kind of value the video will provide and then deliver on that promise. And most importantly have fun so you can stick it through for at least 3 years. :)
@@JonasTyroller Thanks for the advice, I'll try to put them in place. I have a lot of fun watching you work on your video games😁
@@develion97 Cool. Thank you. :)
plumber or paintbrush
*1:58** aka playing a telltale game* 😂
Can you make Godot 3 tutorials please?
I'm sure you will be Barackeys of Godot 3 :D!
You might be right but making tutorials gets a bit boring after a while. :P
@@JonasTyroller Just jump on the deep of Godot 3, like I mean start the tutorial but opening simple Godot 3 project and adding more features on its source codes. Example: There's car Godot 3 project, open the project and make the car can reverse and brakes. Like this.
Jonas, want to make sure you saw the Islanders design shout-out in the new Architect of Games video :)
ruclips.net/video/4JlGzw4l6fY/видео.html
Many games have large character designers. They change nothing in the game. How does the choice of the character's hair fit to this video?
i love those videos!
Nice. Thank you. :)
Yes a very new vid - 4 minutes old!!
Nice. Achievement unlocked! :p
@@JonasTyroller Achievements are a way to improve your game, have you made a video about that yet?
👍
👍
Glückwunsch! Du bist der einzige User, der hier noch sinnvolle Videos produziert :)
Würde ich so nicht unterstreichen aber freue mich dass dir mein Content gefällt. Danke. :)
Can you make a Video at Tasty Blue Games. ....
4:38
why don't you make this prototype a actual free game?
A good follow up on decision making and game design is a wonderful article by Soren Johnson. TLDR (total fun) = (meaningful decisions) / (time played). www.gamasutra.com/view/news/197181/When_choice_is_bad_finding_the_sweet_spot_for_player_agency.php
Olla. A link that didn't get instantly blocked by RUclips. You're a magician. :O
Thanks for sharing.
@@JonasTyroller No problem.
0:52 what is that game
Pew Pew Crew! (itch) - Jonas Tyroller
@@eos_rf thanks only 4 years late 😭
Hallo Jonas ich habe eine frage ist es möglich mein Schülerpraktikum bei dir zu machen
ich lebe auch in berlin
Leider nein, da Grizzly Games noch nichtmal eigenen Office Space hat.
@@JonasTyroller OK trotzdem danke
Türlich :)
Hey, just wanted to say hi.
Thanks for stopping by. :)