|The “perfect” strategy game||Comments|
|November 25, 2013, written by Simon||Design, Game Development|
Working on Aril has taught us a lot about strategy and strategy games. What I’d like to do with this article is show you what I’ve learned and observed regarding strategy and its implementation in games and how to make the “perfect” strategy game. Continue reading
|Indigo 2013 and feedback on Aril||Comments|
|September 29, 2013, written by Maxim||Aril, Design, Game Industry, Monogon|
We had the lovely privilege of being invited to show our game at this year’s Indigo in Utrecht. Together with 25 other games we got to present Aril in the beautiful city hall of Utrecht to a wide array of wonderful people.
|Recent changes and decisions||Comments|
|June 27, 2013, written by Ingmar||Aril, Design, Gameplay|
Aril is still very much in development and we make almost daily decisions on how certain things should behave or work. I thought it might be interesting to share some of these decisions and explain why we made them. Continue reading
|March 28, 2013, written by Ingmar||Aril, Art, Design, Gameplay, Monogon, Technical|
Alright, here are some questions we have recently heard a lot and we decided to put together this list.
Q: What is Aril?
A: Aril is a unique fast-paced multiplayer strategy game designed to be very easy to learn but very hard to master. Because the gameplay is very pure in strategy, being skilled truly makes you better. Continue reading
|The World of Aril||Comments|
|February 14, 2013, written by Ingmar||Aril, Design, Gameplay, Story|
This week we’ll talk a little bit about the setting of Aril. The basic concept is that there are different factions battling over a newly grown universe. Each of these factions has their own color and ruler, called an Overlord. An Overlord is not really important for the gameplay, but basically the Overlord is like a king you fight for.