This is an introduction. Next up: the antipodes of flavor in games, the operative fantasies that pull away from more subtle or complex flavors. After that: games that require more taste, games that you must learn to appreciate if you really want to learn to play.
One of the most tricky aspects of amateur game development is just working out what workflow you’re going to use to get from point A, your germ of a premise, to point B, the finished game you can release. (This is not always as much of a solved problem in commercial game development as one might expect, either, but a commercial project tends to have some people with prior experience shaping a game who have a plan — whether or not it’s a good plan — about what needs to happen in what order.) Lately I’ve ado
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