[BGDL Community Spotlight] Designing Monster Taming Games with Tyler Langtimm

Tyler Langtimm, designer of Moxie: A Journey of Monsters, discusses how to design a game about monster taming (think Pokemon). Tyler has been working on a monster hunting/taming game for a while (and so have I), so we have quite a lot to talk about. We get into exploration, combat, puzzles, progression, and more.

2 comments on “[BGDL Community Spotlight] Designing Monster Taming Games with Tyler Langtimm

  1. Daniel says:

    I’m

    1. Daniel says:

      Thank you for doing this chat. I have also been working on this type of game for a while. I’m definitely designing the nearly full Mon esque experience in a box like Gabe. But Tyler I love the game you have created based on those very specific and interesting constraints. I learnt early on the battle system had to be fast and simple yet full of agency as I was aiming for that big experience with 2-4 players and hopefully within the 2 hr mark. which was a challenge and completely hurt my other intention to make a “better” Pokémon tcg experience. So I have tried to simultaneously develop a 3v3 Mon battler. To try create synergy within the party of 3 and counter against an opposing party of three. I really don’t know if this is a good idea developing two different yet complimentary games at once. I’ll finish up by saying I think it very valid that being too original with your types and thereby type v type RPS can hurt you in terms of new player buy in. And I haven’t done this and feel out manoeuvred by both of ye my player character is that useless Sprite literally marking my location on the map but nothing more. You cut me deep guys real deep.

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