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Mobile App Stores

I recently picked up a game called “Great Little War Game” from the Android App Store.  I’m always interested to see new turn based tactical strategy games, and this looked a lot like Advance Wars, but hex based.  Sounds amazing!  Sadly, I actually found that the game design itself was pretty lackluster.  Not to go…

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Skippin’ out on “Skip Turn”

Today I thought I’d let everyone in on a small development in Auro‘s design.  It may be useful to anyone designing a roguelike! Firstly, a little knowledge for those of you who don’t regularly play roguelike games.  In these, there is always a “skip turn” button – basically a button that lets you pass your…

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Auro Starts Today with Ido Yehieli

The path of Auro has already been a long one.  I began designing the game in late 2010, and consequently went through dozens of revisions before coming up with the current concept.  There have been several pre-visualization periods, wherein many different visual approaches were taken.  The story itself even underwent many changes and complete over-hauls. …

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The Art Barn: The Cool Rules of Spriting

Those of you who know about Dinofarm Games might know about its lead designer and columnist Keith Burgun.  Anyone who knows him in person would also know me, because we’re housemates.  I’m willing to bet, though, that there are a few people(maybe on the internet) who know Keith and don’t know me.  First off, you…

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Auro: Monsters & Their Abilities

With regards to monsters in Auro, the original plan was to have the first level be the only non-random level.  The idea was that it would always be full of Rats, which would be the only “easy” monster in the game, having no abilities.  Again, since Auro is a game where most monsters have 1…

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