Fabian Fischer 🎱 Rack and Slay Profile picture
Jul 25, 2022 10 tweets 6 min read Read on X
"If indie games are underreported, mobile games must be invisible" gamesindustry.biz/articles/2022-…

If the paragraph below is an example of the press picking up on mobile games, I'd rather they stay invisible tbh.

That being said, here's a bunch of actually good mobile games! 🧵 1/10 Image
==ACTUALLY GOOD MOBILE GAMES== 2/10

Auro by @DinofarmGames is a super-tight tactical roguelike you can play for years (I've been playing it for about 9 and still counting). Image
==ACTUALLY GOOD MOBILE GAMES== 3/10

Seven Scrolls by @JesseVenbrux lets you create crazy combo chains of spells with weird triggers. Image
==ACTUALLY GOOD MOBILE GAMES== 4/10

Good Sudoku by @helvetica and @games_by_jack makes Sudoku good which I didn't think was possible. Image
==ACTUALLY GOOD MOBILE GAMES== 5/10

Michael Brough (@smestorp) made a bunch of ingenious mobile games. My personal favorite probably being 868-HACK. He also started a Patreon very recently by the way! Image
==ACTUALLY GOOD MOBILE GAMES== 6/10

Arnold Rauers (@tinytouchtales) keeps putting out amazingly fun dungeon crawler-y variants of solitaire card games. Check out Card Crawl for a start and then get lost in the rest (with a brand-new one on the way already)! Image
==ACTUALLY GOOD MOBILE GAMES== 7/10

At this point it's one of @dukope's lesser known games, but Helsing's Fire is still one of my favorite mobile puzzlers! Image
==ACTUALLY GOOD MOBILE GAMES== 8/10

King of Dragon Pass (@radiofreelunch) isn't a mobile original, but was re-imagined so well on mobile that it's easily my favorite platform to play this unique gem of dynamic narrative and strategy on! Image
==ACTUALLY GOOD MOBILE GAMES== 9/10

Card games work well enough on mobile, but the Meteorfall games (@slothwerks) are roguelike deckbuilders built for the platform. Meteorfall: Journey is a design masterclass in breaking down a genre, Krumit's Tale a meatier (meteor?) variant. Image
==ACTUALLY GOOD MOBILE GAMES== 10/10

Talking roguelike deckbuilders, @LegendaryFerret's Dream Quest got that whole ball rolling and remains of the genre's greatest to this day. If you're struggling with the graphics, I promise they disappear in system-y beauty after half a run! Image

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More from @Ludokultur

Dec 28, 2023
Time to pick my personal games of the year again! As usual, only considering full releases (no "early access"). First things first, here's a list of contenders. Not by any means all the new games I played this year, but the top 30 that were "in the running".

GOTY top 5 below! 🏆 GOTY Contenders Against the Storm, Backpack Hero, Beyond the Long Night, Bing in Wonderland, Boneraiser Minions, Brick Odyssey, Brotato, Chess Survivors, Crop Rotation, Desktop Dungeons: Rewind, Dungeons & Jewels, Endgame of Devil, Football Manager 2024 Mobile, Friends vs Friends, Geo Gods, Laya’s Horizon, Luck be a Landlord, Molecano, Mosa Lina, Mr. Sun’s Hatbox, Paper Planet, PLONG, Qwert, Roboquest, Spellmasons, Storyteller, Tiny Civilization, Trouble Juice, Well Word, Wildfrost
🏆 Backpack Hero by @thejaspel1 🏆
Safe to say this title opened up lots of design space (looking at you @TweetFurcifer), but it's also a great game in its own right with tons of creative mechanics and, more recently, a story mode featuring a Tarkov-like risk vs. reward metagame. Backpack Hero screenshot
🏆 Brotato by @blobfishdev 🏆
The best spawn of the "Vampire Survivors wave" in my book. The game loop alternating between drafting phases and simple (yet non-trivial) action works incredibly well. Builds are nicely granular and flexible instead of following pre-defined recipes. Brotato screenshot
Read 6 tweets
Oct 19, 2023
So many of the #gameDesign thoughts I've talked about over the years come together to form something truly beautiful in @wombatstuff's Mosa Lina.

Examples and relevant articles below! 🧵
Mosa Lina focuses 100% on movement. Almost no numbers to think about. Just find ways to use your random tools to traverse space. Touch the fruit, get back to the portal. Very simple, very elegant, but also emergently quite complex!

📜 Article: gamedeveloper.com/design/spatial…
Mosa Lina doesn't use extrinsic rewards. No "meta progression". No achievements. Every time you open it, you’re in the same state you were in every other time. An ode to the intrinsic motivation of play.

📜 Article 1:
📜 Article 2: gamedeveloper.com/business/rewar…
fischerdesign.medium.com/artifact-makes…
"No saves. No progress. Only random."
Read 9 tweets
Sep 4, 2023
Here's a #gameDesign thought: a #roguelike (run-based game with no meta power progression) emphasizes the competence gain of the player, while a #roguelite (run-based game with meta power progression) emphasizes the competence gain of the avatar.

1/10
More context below! 👇 Rogue Legacy meta progression
2/10
Research based on self-determination theory has previously linked our innate need for competence to the "fun" of playing games.

Here's an article from back in the day (based on the work of @richardmryan3, @csrigby, @ShuhBillSkee): gamedeveloper.com/design/why-do-…
3/10
Both roguelikes and roguelites usually focus on competence as a key motivator. They're supposed to be difficult, you're supposed to "get better" and overcome their challenges. The question is whether "better" relates to player skill and learning or virtual avatar power gain. Vampire Hunters meta
Read 11 tweets
May 23, 2023
With many recent Vampire-Survivors-likes relying on emptiness, simple enemy behaviors ("walk towards player") and stats, I feel I should reiterate my stance on "spatiality" in #GameDesign.

Don't just "have space" (instead of flat math), but MEANINGFUL SPACE! 🗺️

⬇️ Examples ⬇️


Vampire Survivors
Heat Signature
Spelunky
Invisible, Inc.
Heat Signature (@Pentadact): Everything revolves around movement. Gadgets swap positions, wind through connected space, teleport, key-clone or disable in a straight-lined shape, slow-down time etc. No number crunching, no "health points" or "damage" or "stats". Voilà, Emergence! In Heat Signature you enter procedurally generated spaceships and, by making use of a diverse set of gadgets, try to reach a specific target object or person. Almost everything in the game is centered on movement. For example, there are multiple types of teleport gadgets that e.g. allow you to swap positions with an enemy ("Swapper"), to instantly move through open corridors and doors ("Sidewinder"), or to jump to any position within a certain radius for a short amount of time ("Visitor"). The "Key Cloner" lets you steal key cards if the guard carryin...
Spelunky (@mossmouth): Bombs open up space, ropes enable upward movement. Most items are about space: jump boots, climbing gloves, jetpack. Enemy behavior is all about shapes: spiders jump, bats fly, mummies vomit into corridors etc. Any combinations are clear, emergent, varied! Bombs allow you to reach sealed off areas or create new connections. Ropes can be used to move upwards, which goes against the natural gravity-based direction the game usually takes. The same is true for climbing gloves and the iconic jetpack that additionally increases your horizontal reach. Jumping boots increase your jumping height. The mattock can manipulate a level's layout. Spike shoes prevent you from sliding over ice blocks.  But it is not just the items. The behavior of each enemy and trap in the game has immediate spatial impact and forces you to reconsider how to move. You cannot...
Read 10 tweets
Nov 8, 2022
Today I'll talk about my personal #GameDesign and #IndieDev philosophy, specifically these principles: fischergamedesign.com/design-philoso…

I will add example games as screenshots (game names and more details in the alt text if you're interested).

Thread! 🧵👇 The Ludokultur logo in front of a black-and-white image of E
Games I value are all about interactivity. 🎮

I want mechanical challenge (either in a systemic / strategic way or reflex-based) or experiential narrative (i.e. a story you *feel* via mechanics, not one that is told to you). In either case: No wannabe movies! Monster Train is entirely focused on the systemic challenge Celeste is first-and-foremost a precision platformer. While What Remains of Edith Finch tells stories via mechanics. YouThe story of SOMA could not have been told the same way in a
Games I value enrich players' lives. ➕

I want to to experience intrinsically motivated discovery of either systemic insight or narrative meaning. Don't bait me with dishonest "engagement boosters", don't wave shiny-but-empty carrots in front of my face. Braid makes you discover the inner-workings of its time-basePortal is all about placing you in a unique context - a worlInto the Breach is a very "pure" strategy game in Heat Signature does away with "math stuff" almost
Read 12 tweets
Sep 13, 2022
Some have called 2022 the year of "microgames". In the wake of @poncle_vampire a host of ~$2 games were created mostly by solo developers or tiny #IndieDev teams in the span of a few months.
Let's talk game dev experimentalism!
🧵👇 1/9 Screenshot of Vampire Survi...Screenshot of Shotgun KingScreenshot of StacklandsScreenshot of Just King
2/9
The reception, surrounding many of these titles is open, forgiving and appreciative. Turns out if players didn't spend $60 and didn't get hyped up for years of dev time by a faceless corporation, the human side of #GameDev actually shines through sometimes, even on Steam. 4 exemplares Steam reviews:...
3/9
This in turn opens up #GameDesign space. "Bullet heaven" is a result of flipping a genre on its head: YOU are the bullet hell! Of course there's iteration in microgames too, but the possibility to experiment is real (e.g. @caiysware's "What if your bullets are minions?"). Screenshot of BrotatoScreenshot of Seraph's Last...Screenshot of Boneraiser Mi...Screenshot of Nomad Survival
Read 9 tweets

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