Welcome back! Last time I bitched about old-school adventure game interfaces and tried to convince people to throw them out the window. Today I’m going to give an example of how I futzed around with the interface of my game, Resonance, adding a layer of potential complexity to the puzzles while keeping the interface simple, fast, and intuitive.
Entries tagged with “short time memory”.
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Sat 13 Feb 2010
Adventures in Interfacing Part II: Interfacing the Adventure
Posted by Vince Twelve under Features, Games & Game Design
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