Random thought: if you want players to be able to come back to your game over the course of their life, it is even more desirable than normal if the rules are as simple as possible (while maintaining depth of course). This is because it is a reasonable expectation is that they are going to have to remember or relearn the rules when they come back to your game later, or at the very least have a good enough sense of what the rules of the game are like in order to be drawn back in.
Excellent article from Gamastura re: Mario Maker.
Choice Quote ‘[we] will reward those things which give the user a quick stab of emotion… one “lol” is worth a million “oh, now I get it"s.’
Militia breaks out onto android here (it’s free!): http://bit.ly/1V80LGj
High level macro impresses me in the same way that high level DDR impresses me. It shows a high level of expertise and a great deal of time invested but it does not show me any spark of brilliance.
QXC, from a blog about the upcoming StarCraft II: Legacy Of The Void
Day 24 – Added difficulty scaling for ranks. Very rough at this stage, but as you can see, the map is significantly tougher at rank 15. Need tons of playtesting for this stuff!
Day 23 – Added long awaited archer enemy type. Shoots an arrow in an unobstructed line in his row or column. Probably need arrow animation for this guy, and need to add him to the help page.