How to keep players engaged (without being evil) | Game Maker’s Toolkit

Why do some games keep us rapt and entertained until the closing credits, while others fizzle out and end up on our pile of shame? Let’s look at some key ways developers can keep players interested (without being evil about it) Support Game Maker’s Toolkit on Patreon - Games shown in this episode (in order of appearance) DOOM (id Software, 2016) Assassin’s Creed: Origins (Ubisoft Montreal, 2017) Celeste (Matt Makes Games, 2018) Candy Crush Saga (King, 2012) Metro
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