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#the fun being playing board games because we two don’t celebrate milestones so huge just intimate 🩷
haruchuiyo · 5 months
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ok since it’s my bday imma list down stuff my blorbos would gift me 😼
#ok so nanami gets me books!#either from my tbr#or books I’ve randomly mentioned to him or he gets me books he thinks I’d enjoy reading he’s so perfect#then he makes me my fav dinner#he made it with only a apron on btw 😍 jokes he’d never but if I asked politely…then maybe 🫣#satoru gives me loads of sweet cakes#+ he gets to eat them as well so ww for both of us#he gets me ice cream filled mochi’s specifically oreo flavors#then cheesecakes because they’re just so delicious#I havé à feeling he’d try to make something himself but probably fails#so he hides it in the fridge (I end up seeing it and he pouts and feels embarrassed by such a ugly cake but it’s delicious!!!)#ran would definitely take me to some extremely fancy expensive restaurant because we don’t go out to such restaurants all the time#then he gives me a fake flower because idk how to take care of real ones + some jewelry 😍#denji would craft me something + he’d give me loads of hugs and pecks and say ‘that’s your gift from me’ like ok Dennis whatever you say#(I loved it actually)#then we have my mr british simon ghost riley#me and him at home alone having fun 😍#the fun being playing board games because we two don’t celebrate milestones so huge just intimate 🩷#it’s the same with jingyuan except he gives me credits for some reason#+ he tries to take a day off from work to spend time with me :( isn’t he so perfect ugh he sends me bouquets of REAL flowers with a card#attached to it telling me happy bday then some instructions on how to take care of it (it is much needed)#and blade gives me his time as a gift so we do fun stuff at xianxhou as disrcreetly as possible because he’s a wanted man ofc or idk#then we have yuuta he takes me to a empty classroom and we make out and that’s my gift#thé gift being seeing his cheeks flushed#hair messy and breathless 🩷#ok I’m done talking 😍 happy bday to me 🩷#kei talking!
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jemishvasundhara · 3 years
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Tips for Developing Word Game Design
Word games are perfect because they help children focus on sounds and letters and create skills for reading, writing, and orthography. We give them the advantage of our business by playing word games with our children, as well as illustrating to them that playing with words is a lot of fun. Word games are made into board games and toys, but those you can find below require minimal equipment.
Tip 1: Create all the stages with different score-cards
The make-up of a score can make or break a game, though still a number, in the end. It's the one status to which everybody clings, brags about, contrasts with others. If no prizes are included in the scoring rules, the game would lack engagement in play. Players would have more fun and a more memorable experience when a design invests deep thinking in this model.
Tip 2: The Randomness Effect
Like scoring, with pure randomness, a successful word game development does not create a mystery. This approach typically results in unnatural puzzles where few words are possible with isolated letters or boards. Choosing a random word from the dictionary with alternate spelling games results in odd obscure terms. Also, complexity should play a part. We cannot fully eliminate randomness as designers. This will create a digital-format puzzle book and create a consumable game that would be discarded after resolving it.
Tip 3: Make a great impression, change the situation
For each level, some games have the same operation. They're fun for a while but once the pattern of how the puzzles are created is found, some magic is lost. Make the words studies reviewed, maybe all phrases should be kitschy for one point. The game doesn't have to disclose this directly, but most would smile and offer gratitude when a player knows that all the words have a motive. Every once in a while, offer a twist or two-a bonus piece, a different board arrangement, maybe new letters come into play in various ways. The game varies and the players stick around.
Tip 4: Input graphics and its typography
In word games, graphics are of special interest relative to other categories. Letters of various states must not mess with readability. The special effects do not normally overlap the puzzle. When a square grid of white letters has 1 letter that is bright blue, it almost always becomes so distracting that the color takes hold of the thinking. UI and game pieces usually have the same tones. Input is of special importance as well. Immersion and story are usually not the focus but have a more day-to-day aspect when it comes to playing word games. Word games are much more susceptible to this, that is, something that 'breaks' the thinking process. I always recommend that you do not try to do something in the game that creates a diversion.
Tip 5: Progression is more than a bar of development
It is often not enough in a casual game to accept progress as a progress bar. If a game is well finished, progression is a series of information, or tiny secrets, the minutiae that a player learns after playing for a while. Secrets whose disclosures are going to improve efficiency. It's the feeling that if one were to start over, they'd be able to level up to 20x faster after learning the 'tricks.'  Progression, in a word game, is a celebration of rights. The MMO has a character setup and an inventory panel. Word games have high screen ratings. A good game can be compared, side by side, to a veteran starting player and a strong visual difference can be seen. Longer terms, scores, higher points, completion counts, the best word of all time, awards, stars, or whatever the game is considered to be an acceptable show.
Tip 6: Sense of accomplishment
Somewhat similar to success is that the ranking will only go so far, no matter how good it's achieved. Successful games have a range of activities. The mental model should have a range of things' to do when logging in. All of these aspects are in word game design to encourage players to do things. Even with arcade games, there was a feeling of pride on the kill screen and not just #1 on the scores chart. Adding to milestones and achievements and side goals is always a positive thing. These goals are mainly stats in word games.
Tip 7: Bragging rights
Even when you lose a competitive match overall, joy can be had if someone has a stat they can laugh or talk about. Anything is better than silence. Designers want players talking, even in the face of a technical loss. Sure, your team may not have captured the flag three times, but you have the most headshots. Word games are no exception. Good quality stats increase the vocalist of a game and also its long term retention.
Tip 8: Difficulty and being fair
There are almost 300,000 written words in the English language from books, and an average adult knows 60,000 of them. Fresh ones are going to be used every day. That's not to suggest the dictionary should be exclusive, but if you're generating puzzles in a casual context, keep the word list to something equal and enjoyable in the game settings. So many word games deal with puzzles like vocabulary tests.
Tip 9: Don’t ignore current trends, and consequently, the players
Too many times I see games these days that disregard current trends, leaving players alone. Streaming and twitch are a huge thing today, and so is voice chat. As programmers, we need to consider adding these features to the game. Players will find another way, but they're going to be your champion if you help them. You want them to love you in the end. People want to engage in the word game genre, play together and play when they have a spare 10 minutes. The features of these games should make this easier. If players want to have themed tournaments, add a feature to help them.
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