Aug 19, 2016

Lessons From Suzy Cube: Reinforcing Behaviours, A Look at Two Levels

#gamedev #indiedev #suzycube #madewithunity 

Boss levels should be a cinematic way to test your player's skill. But what happens when your boss level is too hard and its goals unclear? This Lessons From Suzy Cube article will compare the design of two boss levels from the game in order to illustrate the difference between a level which adequately uses behaviour reinforcement to prepare players for the battle ahead and one which fails to do so.

Aug 12, 2016

Suzy Cube Update: Friday August 12, 2016

#suzycube #gamedev #indiedev #madewithunity 

This week, I, finally, completed the design of the World 4 boss level, fixed some more bugs and also started the paper design for my first regular level in a while, Level 3-1.

Palate Cleansers: Rayman Origins vs Rayman Legends



Ah, the palate cleanser, that bit where a game throws you a curveball for the sake of variety and to keep you from getting bored.

In this post, I want to discuss what I think makes a good palate cleanser versus a bad one mostly by contrasting the shoot-em-up inspired sections of Rayman Origins (2011) to those of Rayman Legends (2013).

Aug 5, 2016

Suzy Cube Update: Friday August 5, 2016

#suzycube #indiedev #gamedev #madewithunity 

No more distractions for a while! I've finished the work I was doing for the Embassy and can now fully commit to Suzy again. Finishing said work, though, means this is going to be a slim update.