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Similares a ThursDev: Terror through scarcity - Putting the fear of death back into players by not killing them

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★ThursDev: Terror through scarcity - Putting the fear of death back into players by not killing them

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8ThursDev: (Pen &) Paper Prototyping - How tabletop RPGs can make you a better game designer

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1ThursDev: Mechanics of Fragility - Invoking player-character mortality with Stress, damage, & pain

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0—96
2ThursDev: Life after Death - Creating consequences to make death matter in your game

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0—95
3ThursDev: Anatomy of a Jump Scare - How not to abuse one of your most potent horror design tools

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4ThursDev: Metrics-Aware Game Design Part 5 - Designing to increase retention and session length

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0—92
5ThursDev: Make Your Game Part 10 - Pricing, selling, and being a game business

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0—92
6ThursDev: Being Jason Voorhees - Dawn of the Asymmetrical Horror Game

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0—92
7ThursDev: Game Balance Part 1 - What is game balance & why is it important?

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0—92
9ThursDev: Make Your Game Part 2 - Preparing a practical & powerful project pitch document

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10ThursDev: Thinking Small - Minimizing scope & producing a perfect product

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0—92
11ThursDev: Make Your Game Part 7 - Marketing - Let's be realistic about our game's sales prospects

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12ThursDev: First Time User Experience - FTUE & Player retention through your crucial first minutes

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13ThursDev: Metrics-Aware game design Part 3 - Retention - Building the Play Pattern Profile

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14ThursDev: Make Your Game Part 4 - Find your game’s visual voice with style and theming

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15ThursDev: Make Your Game Part 8 - Social Media & Getting your game noticed (on a budget)

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16ThursDev: Early Access & Soft Launch - Releasing games half-finished to improve the finished product

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17ThursDev: Take ownership of your work - Be a collaborator, & get rid of the "set & forget" mentality

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18ThursDev: Making Level 0 NPCs: Remote Let's Playing for fun and (very little) profit

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0—91
19ThursDev: Make Your Game Part 9 - Know when your game's finished, even if you aren't

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20ThursDev: Game Balance Part 3 - Chasing the Meta

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