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Found 12 results

  1. Immediate feedback is relatively easy to communicate. A player makes a choice, a statistic changes, and the relationship is obvious. The harder design problem appears when a decision is supposed to matter several turns, years, or events later. If the delayed consequence appears without enough context, players may interpret it as randomness. If the game repeatedly reminds them that an earlier choice caused the outcome, the system can become overly explanatory and reduce discovery. I’m helping share 1 in 8 Billion, a browser-based life simulator centered on life progression, starting circumstances, character statistics, and player choices. Game link: https://1-in-8-billion.com/ For developers, what techniques have worked well for connecting delayed outcomes to earlier actions? A decision history? Small trend indicators? Event text referencing previous choices? Changes in visible statistics? Or is it better to let players infer the relationship themselves? I’m particularly interested in approaches that preserve uncertainty while still giving players enough feedback to believe the simulation is responding to what they do.
  2. Unlike traditional action games, life simulators may not have a single clear definition of winning. Players can pursue different goals, including character development, financial progress, or simply exploring different life paths. This makes difficulty balancing an interesting challenge. If progression is too easy, decisions may feel unimportant. If outcomes are too restrictive, players might struggle to understand how to improve. I'm helping promote 1 in 8 Billion, a browser-based life simulator featuring different starting conditions, player choices, and character progression. Explore https://1-in-8-billion.com/ Would you design multiple difficulty settings, adjustable starting conditions, or one consistent simulation system? How would you balance challenge without forcing every player toward the same objective?
  3. Numbers can communicate precise information, but they don't always make progression feel emotionally meaningful. Visual feedback can make changes easier to notice, although players may still need numerical values to understand the underlying system. For simulation games, combining both approaches could help different types of players. I'm helping promote 1 in 8 Billion, a browser-based life simulator featuring visible character statistics and life progression. Explore https://1-in-8-billion.com/ For developers designing simulation interfaces, how do you decide when to use numerical values and when to rely on visual indicators? Would you make detailed statistics optional or keep them visible throughout gameplay? I'd love to hear what has worked in your own projects.
  4. Progression systems are central to many simulation games, but increasing numbers alone may not create a rewarding experience. Players often want to understand how their decisions relate to their character's development. A good progression system needs clear feedback while allowing enough complexity for different playstyles. I'm helping introduce 1 in 8 Billion, a browser-based life simulator featuring statistics such as health, happiness, knowledge, and savings. View https://1-in-8-billion.com/ For developers: what makes a progression system satisfying beyond simply increasing statistics? Would you prioritize meaningful milestones, new choices, visible consequences, or a stronger connection between different character attributes? I'd appreciate examples from simulation games you've enjoyed developing or playing.
  5. Should Simulation Games Explain Why an Outcome Happened? One challenge in designing decision-based games is helping players understand the relationship between their choices and the resulting outcomes. If the connection isn't visible, players may feel that the simulation is unpredictable. But explaining every calculation could remove the discovery and experimentation that make the genre interesting. I'm helping promote 1 in 8 Billion, a browser-based life simulator built around virtual life progression and player decisions. Explore https://1-in-8-billion.com/ Would you provide a decision history, a short explanation after major events, or only the updated character statistics? Which approach would help players learn without making the underlying systems feel too mechanical?
  6. First impressions are especially important for browser-based games because visitors can leave before discovering the deeper mechanics. A clear starting experience can help players understand the game's purpose and identify their first meaningful action. However, introducing too many instructions can overwhelm someone who simply wants to explore. I'm helping promote 1 in 8 Billion, a browser-based life simulator featuring virtual life progression and character statistics. Try https://1-in-8-billion.com/ For game developers: what should be explained immediately, and what should players discover naturally? Do you prefer interactive tutorials, short tooltips, or learning through gameplay? I'd appreciate examples of effective onboarding experiences in simulation games.
  7. Life simulation is a broad genre, and developers can approach it from many directions. Some games emphasize realism, while others focus on storytelling, customization, statistics, or unexpected decisions. For a new project, the challenge isn't necessarily adding more features. It may be identifying a specific experience that makes the game memorable. I'm helping promote 1 in 8 Billion, a browser-based life simulator featuring different starting countries, year-by-year progression, player choices, and visible character statistics. Explore https://1-in-8-billion.com/ From a game design perspective, which single area would you prioritize to make a life simulator stand out: deeper decisions, clearer progression, better onboarding, replayability, or something else? And what common design mistake would you avoid?
  8. **v2 is here**, one week late 🙂, but with a major overhaul of the **LSDE/LSDEDE** stack and a ton of new features. - **~10× faster performance** with native bytecode, with PixiJS WebGL/WebGPU as the only dependency - **complete UX/UI overhaul** and documentation optimized for narrative designers and developers - automatic migration with full **backward compatibility for v1 projects** - new audio system and **lip-sync** -** full MCP support,** with free LLM fallback or BYOK with key iteration - GDevelop support - new **Router block **for Scene editor - All plugins and extentions are now with V2 *For the full changelog, build updates and complete list of changes, join the new official Discord* https://discord.gg/sWHT7dHqN2 __**- trial versions reset have fun**__ https://docs.lepasoft.com/en/ https://lepasoft.com/
  9. Hello, where Is the best 3D no code game engine?
  10. Hi guys, amazing forums you have here. I have a question on you. What IDE are you using with Phaser that with working javascript autocomplete? I currently have Brackets, which is a nice tool but I cant seem to get autocomplete working. My eye is also upon Intel XDK and Atom, but generaly Im just looking for something that will support javascript autocomplete with Phaser. I know that typescript will have a better autocomplete but i want to learn JS first. Thank you guys in forward.
  11. From the release of the HTML5 to now, a lot of frameworks and softwares such as GameMaker, Construct, Phaser..., are appeared along this periode, and now the price of a game is between 500-1000$ for you, what if there is no framework and no software, what if there is just pure javascript, what do you think the price of a HTML5 games ?
  12. Senior Software Engineer - Mobile Advertising (m/f) // Softgames Our vision is to reshape the way how millions of people discover, play and share mobile games across multiple platforms – anywhere at any time around the globe. Like nobody else we purely focus on browser-based games and are growing at sky rocketing 200% on a monthly basis. Benefit from HTML5 and unleash your potential to become part of the next big thing in Berlin! SOFTGAMES (www.softgames.de) is operating the leading HTML5 games publishing and engagement platform which draw millions of monthly players. We help game developers to secure, monetize and distribute their HTML5 games globally at scale through own portals and an extensive partner network. With us, any portal, carrier or app can easily and effectively engage and monetize their user base with free HTML5 games – either as stand alone or full white label version. We work with thousands of partners including leading multi-national companies such as Microsoft, Amazon and Mozilla. SOFTGAMES is now looking for an enthusiastic Senior Software Engineer – Mobile Advertising to complement our developer team and to help SOFTGAMES’ HTML5 games publishing and engagement platform to get to the next stage. This position is the right one, if you´re an advanced developer with huge ambitions and strategy-skills. You´ve a deep understanding of the ad tech industry and now you want to turn your ideas and latest technologies into reality. Your role… - You´re fully responsible for the architecture: setting up, create, develop and optimize our Ad-Delivery Structure (currently OpenX, in the future also DFP) - You´re technically integrating new advertisers and setting them up - The Ad Mediation Logic is up to you: You understand it, set it up and optimize it - Also the tracking/ reporting system is up to you as you´ll also set it up and maintain it - Due to your work and efforts you´ll make sure, Softgames will increase its key assets and single impressions. You… - have a degree as B.Sc. or M.Sc. in Software Engineering or similar, with a solid background in Computer Science (data structures, algorithms, design patterns, scalability). - have min. 3 years experience writing production-ready object-oriented code in a web environment (C++, C#, Java, Go, etc.) and solid knowledge of JavaScript. - have good knowledge and experience with Google AdWords, Google Analytics and DFP (DoubleClick for Publishers) or OpenX. - are passionate about the ad tech industry and its ecosystem. - are comfortable using terms like DSP, SSP, Exchange, RTB and Audience. - are a team player that likes to discuss solutions and ideas We… are a spirited, ambitious, international and enthusiastic teamplay and share games for millions of monthly gamers around the world from the heart of Berlinbelieve in HTML5, as well as cross-browser and cross-platform compatibilityare the spearhead in terms of HTML5 gaming and HTML5 monetizationwant YOU to join our team Have we caught your interest? Then we look forward to your detailed application together email! Write us: jobs@softgames.de.
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