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Jiashu Liu

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A member registered 63 days ago · View creator page →

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This is similar to the ancient Greek idea of reductionism—for example, fire is hot, fire emits light, and so on. I believe that any game, at its core, consists of nouns, verbs, and adjectives. In this first step, we extract the nouns, which correspond to the Mechanics in the MDA framework. The interactions between nouns then generate verbs, which correspond to the Dynamics in MDA. Finally, whether a game is interesting or not essentially comes down to the adjectives produced by these interactions—which correspond to the Aesthetics in MDA. Once you break a theme down into smaller elements, it becomes easier to see what reactions might occur between those elements, and it also becomes easier to generate ideas around each sub-theme. That’s how I understand it.Additionally, of course, other more important aspects of game design—such as feel/handling and difficulty curves—are not what this step takes into consideration

The mechanic of knocking things out and then pulling them back in is really interesting. It has strong expandability — great job!

Awesome! The level difficulty curve is super well balanced, and each step has something that pulls you in.

Chain explosions — such a cool mechanic! Awesome Survivors-like game, and the fire VFX are absolutely stunning.

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I feel like the core gameplay is like the main storyline of a novel — you start by focusing on a single point and then branch outward from there. A simple core mechanic reduces cognitive load, allowing players to instantly understand the game and enter a state of flow. After that, the extra side mechanics are like scenery along the roadside — they should only be added after the main corridor has been built. I feel like games like The Witness or Dark Souls were made with this kind of approach in mind. Of course, this is just my personal opinion.

What I'm thinking is: start by brainstorming around the theme, deconstruct it into fundamental elements based on their properties, then put them back together in new ways. Then I pick the most interesting combinations and explore them further, and finally, from those, I choose the simplest and most intuitive mechanic to actually start building.

Really fun game! I think it could be turned into a shooter-style game that tests your reflexes and hand speed.

Really nice graphics and smooth gameplay. The script could be refined a little, and it might be fun to add some mini-games. Just a suggestion though — it's already quite good!  

Really nice mechanic, and it ties in perfectly with the theme.

Awesome concept! How about adding a mechanic where the maze shifts whenever you're not looking at it? That would be so cool.

Thank you so much for playing my game! Since the simulation originally ran on the GPU, the web version still needs some optimization. I’ll look into the stuttering when dragging objects and check whether shader compilation is involved. I’m glad you liked the idea and the fire effect!

The art style is absolutely gorgeous, and it has a real wizardly feel to it.

Great game! I feel like you could also add some knowledge lock mechanics that utilize the properties of fire.

Thank you so much! I’ll definitely keep working on it and finish the game.