The Allotment: why some games hook me and most don’t
Explaining the theory behind having an 'allotment' in games and how it can hook players to stay longer.
Design theory — flow, feel, and the things that make games tick.
Explaining the theory behind having an 'allotment' in games and how it can hook players to stay longer.
Short Definition Definition Ambient Frustration: is a term I came up with while playing Dome Keeper. It’s what happens when lots of small frictions – none big enough to complain about on their own, start piling up faster than the…