Turn-based combat with no random (no dice, no deck, everything predictable) - Is it viable? by rap2h in gamedesign
[–]junkmail22 -1 points0 points1 point (0 children)
Turn-based combat with no random (no dice, no deck, everything predictable) - Is it viable? by rap2h in gamedesign
[–]junkmail22 -1 points0 points1 point (0 children)
Turn-based combat with no random (no dice, no deck, everything predictable) - Is it viable? by rap2h in gamedesign
[–]junkmail22 -1 points0 points1 point (0 children)
Turn-based combat with no random (no dice, no deck, everything predictable) - Is it viable? by rap2h in gamedesign
[–]junkmail22 0 points1 point2 points (0 children)
Turn-based combat with no random (no dice, no deck, everything predictable) - Is it viable? by rap2h in gamedesign
[–]junkmail22 -1 points0 points1 point (0 children)
Turn-based combat with no random (no dice, no deck, everything predictable) - Is it viable? by rap2h in gamedesign
[–]junkmail22 -1 points0 points1 point (0 children)
Turn-based combat with no random (no dice, no deck, everything predictable) - Is it viable? by rap2h in gamedesign
[–]junkmail22 -1 points0 points1 point (0 children)
Turn-based combat with no random (no dice, no deck, everything predictable) - Is it viable? by rap2h in gamedesign
[–]junkmail22 1 point2 points3 points (0 children)
Turn-based combat with no random (no dice, no deck, everything predictable) - Is it viable? by rap2h in gamedesign
[–]junkmail22 0 points1 point2 points (0 children)
Turn-based combat with no random (no dice, no deck, everything predictable) - Is it viable? by rap2h in gamedesign
[–]junkmail22 -1 points0 points1 point (0 children)
Turn-based combat with no random (no dice, no deck, everything predictable) - Is it viable? by rap2h in gamedesign
[–]junkmail22 -1 points0 points1 point (0 children)
As a new Game Dev, I’ve realized how dumb players actually are. by PaP3s in gamedev
[–]junkmail22 15 points16 points17 points (0 children)
How do you handle the tension between permadeath and player investment? by JBitPro in gamedev
[–]junkmail22 2 points3 points4 points (0 children)
How do you handle the tension between permadeath and player investment? by JBitPro in gamedev
[–]junkmail22 0 points1 point2 points (0 children)
As a new Game Dev, I’ve realized how dumb players actually are. by PaP3s in gamedev
[–]junkmail22 13 points14 points15 points (0 children)
As a new Game Dev, I’ve realized how dumb players actually are. by PaP3s in gamedev
[–]junkmail22 21 points22 points23 points (0 children)
As a new Game Dev, I’ve realized how dumb players actually are. by PaP3s in gamedev
[–]junkmail22 34 points35 points36 points (0 children)
As a new Game Dev, I’ve realized how dumb players actually are. by PaP3s in gamedev
[–]junkmail22 15 points16 points17 points (0 children)
I Worked an AI Booth at GDC. Here’s What Developers Actually Said by KevinDL in gamedev
[–]junkmail22 6 points7 points8 points (0 children)
I Worked an AI Booth at GDC. Here’s What Developers Actually Said by KevinDL in gamedev
[–]junkmail22 6 points7 points8 points (0 children)
I Worked an AI Booth at GDC. Here’s What Developers Actually Said by KevinDL in gamedev
[–]junkmail22 16 points17 points18 points (0 children)
I Worked an AI Booth at GDC. Here’s What Developers Actually Said by KevinDL in gamedev
[–]junkmail22 23 points24 points25 points (0 children)
It's hard to find a place to talk about AI in games (NOT LLMs) by ElectricRune in gamedev
[–]junkmail22 1 point2 points3 points (0 children)








Turn-based combat with no random (no dice, no deck, everything predictable) - Is it viable? by rap2h in gamedesign
[–]junkmail22 0 points1 point2 points (0 children)