Game Theory Applied: the puzzle of designing a puzzle game

Today’s post is going to be the fourth in the series “Game Theory Applied”. You have the previous ones here:

Today I would like to talk about the tricky concepts around puzzles and puzzle-based games like New Sokoban. Puzzles are often considered to not be games at all. This means that designing a video-game entirely based on puzzles implies some issues that need to be addressed to minimize the inherent problems that puzzles have and maximize their benefits. We will see it applied to New Sokoban, a puzzle-solving game.

Game Theory Applied: puzzle games

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Game Theory Applied: A Layered Game Rewards System

Today’s article is the second one in the series “Game Theory Applied”. You can find the first article of the series here. Today I would like to talk about game rewards, and how I applied them on New Sokoban.

Game rewards are a very important concept in game design. Actually, in some sense, players play games to be rewarded. It is a human need. Players need to be evaluated favorably. That’s why a well designed and balanced game rewards system is key in any game, even for the simplest one.

Layered Game Rewards System

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18 months on the App Store

This is my first article that is going to be included into the iDevBlogADay series. So, I would like to encourage you to read the About page and the Welcome post if you want to know a little bit about me. You can also find all my own iOS projects on the Projects page.

I started my own App Store journey as an indie about 18 months ago. It has been an incredible experience, with lots of satisfying moments and also some frustrating ones. With successful stories and also with non so successful ones. However, the most important thing is that I have learned a lot about living in the jungle of the App Store. In today’s post I would like to share some experiences with you.

App Store icon

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