Under the Blanket...

Under the Blanket...

Pixelated game graphic with characters, castle, and text of Indie game characters fighting mainstream game icons that say "Welcome to Blanket Fort Boss's Blogs".
Four white lottery balls with black letters spelling 'BLOG' on a yellow background.
Kids are the Creative Boost this Industry Needs
Arya Sharma Arya Sharma

Kids are the Creative Boost this Industry Needs

The game industry requires more than just improved visuals, larger maps, or sequels. It requires young talent and more strange ideas, less preconceived notions, and the outright confidence to create games that might seem too wacky to work.

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Tears of the Kingdom Wasted it's World Building
Arya Sharma Arya Sharma

Tears of the Kingdom Wasted it's World Building

It had the elements needed for an amazing triple layer world, but the Sky Islands and the Depths failed to reach their full potential. The game is still great, but it feels more like spaces than depths (no pun intended).

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Magination Review: Making Reading Playable
Arya Sharma Arya Sharma

Magination Review: Making Reading Playable

Maginary succeeds in making reading an interactive experience without sacrificing the essence of what makes books so great. The program proves that games and storytelling can complement rather than detract from one another.

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Clash Royale: Pay to Win?
Arya Sharma Arya Sharma

Clash Royale: Pay to Win?

The game Clash Royale has good competitive design, but its progression system interferes with this. The moment when upgrades and money become part of competition, the game moves away from strategic gameplay towards one that is about having better tools available.

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Baba is You Uses Rules as Gameplay
Arya Sharma Arya Sharma

Baba is You Uses Rules as Gameplay

The game Baba Is You shows that it is possible for a game not to have an enormous world but still be endless exploration. Through changing the rules into blocks that a player can manipulate, it manages to create more creativity through one mechanic than what many huge games achieve through their enormous worlds.

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Auralux Makes Strategy Addictive
Arya Sharma Arya Sharma

Auralux Makes Strategy Addictive

Auralux is fun since it reduces strategy gaming to its purest form. The gameplay is easy to control and make decisions on, and it is shown that simplicity does not necessarily equal shallowness. Meanwhile Skyward Sword uses convoluted mechanics and haptics to try and be something it can’t: fun.

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Verdansk Forgot  Play Styles
Arya Sharma Arya Sharma

Verdansk Forgot Play Styles

Verdansk provides quick satisfaction, but fails to address more than campers; players take advantage feel controlled by the map, luck, and passivity rather than by themselves. A good battle royale game needs to give the players’ decisions more weight, and I’m here to improve Verdansk so that it can give players endless fun.

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Call of Duty: BO6 Connects Storyline & Mechanics
Arya Sharma Arya Sharma

Call of Duty: BO6 Connects Storyline & Mechanics

The unique feature of Black Ops 6 is that the gameplay of the game does not separate story and gameplay into two different parts. The game mechanics provide the right atmosphere for the story line; therefore, the campaign is more cohesive than regular shooters mission list.

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Among Us: How not to do Side Quests
Arya Sharma Arya Sharma

Among Us: How not to do Side Quests

Where Among Us excels is in its lying, guessing, accusation, and teamwork. The issue here is that the tasks for the crewmates often seem to have nothing to do with all of that action. Better tasks would give the good guys their moment in the spotlight.

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Less Buttons, More Fun
Arya Sharma Arya Sharma

Less Buttons, More Fun

Overly controlled games may make them appear to be better games than they really are. Good game design is not based on adding more buttons to a controller but rather on clarity, efficiency, and pleasure of control.

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