Skip to Main Content
Casual Game Design
book

Casual Game Design

by Gregory Trefry
January 2010
Intermediate to advanced content levelIntermediate to advanced
400 pages
9h 6m
English
CRC Press
Content preview from Casual Game Design
149
Instead of deriving tension by navigating the logic required to perform the action,
Insaniquarium builds gameplay tension out of the sheer number of clicks the player
must perform. To pass the level more quickly, the player needs to click more coins.
To produce more coins, the player must have more guppies. More guppies means
more fish to feed. More fish also means the alien may pop in and grab one more
quickly. No single element adds much to the difficulty of the game. However, each
thing the player adds requires several additional clicks. So when you add a fish, you
must click around in front of it to feed it more. The fish will drop more coins, which
you’ll want to grab. You’ll want to be able to drop more food simultaneously ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

Fundamentals of Puzzle and Casual Game Design

Fundamentals of Puzzle and Casual Game Design

Ernest Adams
Game Design Secrets

Game Design Secrets

Wagner James Au

Publisher Resources

ISBN: 9780123749536