Designing Routine Monsters in Our New Game

This title was summarized by AI from the post below.

We recently designed a game about something pretty unglamorous — routine. Instead of abstract mechanics, we turned everyday business problems into actual enemies — “routine monsters”. A few things that shaped the approach: - Start from real pain, not gameplay - Use metaphors to make problems instantly recognizable - Add humor to reduce resistance - Borrow from folklore to give problems character Our game designer, Arthur Ryabushenko, wrote an article about the history of each routine monster. The link to the article is in the comments.

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