Using the Mission/Boundary Goal Framework

I’ve thrown out “Easy to learn, but hard to master.” Goals like this are all over the industry, and they just aren’t useful. This is the kind of goal I use instead. Here’s why this is so much better: Let’s say you’ve thought of an interesting new mechanic for your Roguelike; such as letting players […]

When to use 4 Options instead of 3

Want to know why games like Clash Royale offer 4 choices at a time, when 3 appears to be a standard? Last time I talked about why Slay the Spire, Hades, and many more games offer only 3 options at a time and got a great response, so I’m back for more. I explained how […]