Nestor ForjánDragon Ball FighterZ: “Fuzzy” Shared Combo FlowsLook, I’m not gonna lie to you, this thing is the real reason I’ve been writing these all along. Dragon Ball FighterZ doesn’t just have my…Dec 16, 2018Dec 16, 2018
Nestor ForjánBard’s Tale IV: Small-map RPGIt’s been a big few years for the sprawling action RPG. Since Skyrim proved it commercially viable a decade ago (urgh), it hasn’t just…Dec 15, 2018Dec 15, 2018
Nestor ForjánTetris Effect: Building Character With Locked MechanicsTetris is not “the Citizen Kane” of games, but it is a sort of its Beethoven’s Fifth Symphony: everybody can hum it off the top of their…Dec 14, 2018Dec 14, 2018
Nestor ForjánReturn of the Obra Dinn: Main Gameplay LoopSo… can’t really talk about this one without spoiling things that should be experienced instead. That’s partially why the cool design bit…Dec 10, 2018Dec 10, 2018
Nestor ForjánMarvel’s Spider-Man: Side Mission UnlocksMan, these are getting hard. In the cool design things I’ve called out so far it was pretty easy to break down the cool bits. You just…Dec 9, 2018Dec 9, 2018
Nestor ForjánTaiko no Tatsujin: Drum Session: Ghost-based Asynchronous MultiplayerTaiko no Tatsujin has basically been the exact same game since 2001, and that’s alright.Dec 8, 2018Dec 8, 2018
Nestor ForjánDead Cells: MovementI promise I will eventually make one of these that isn’t about making faster, more responsive controls, but it’s been a good year for, you…Dec 6, 2018Dec 6, 2018
Nestor ForjánMagical Drop Series: Continuing Gameplay During Combo AnimationsI love this little flourish. Love it.Dec 5, 2018Dec 5, 2018
Nestor ForjánTurn Preview: Into the BreachBeing lenient or punishing on execution is a crucial design choice, and we sometimes struggle to talk about it because “unforgiving” and…Dec 4, 2018Dec 4, 2018
Nestor Forján7 Billion Humans: Coding Puzzles for Crowds of AgentsPeople who worked in games with me know I can’t code to save my life, which is probably why I love games where coding is a mechanic. I got…Dec 3, 2018Dec 3, 2018