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Game Devlogs About Game Design

DevLog #0 - So what exactly is Arclands?
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Game Design
Welcome to the first DevLog of Arclands! Information on what you actually do in Arclands has been sparse so I want to rectify this with this gameplay breakdown...
Character Skins - Design Concepts!
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Game Design
When coming up with the skins for each character, we had a few things in mind. 1. Keep the characters original identity 2. Put a spin on their identity that cou...
Making Chess in Pico-8 - #1: Design
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Game Design
I'm Krystian. I make games and teach game design. I recently wrote a Chess Engine from scratch in Pico-8 . In this series of posts I will walk you through the p...
DevLog #1 - Death & Magic
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Game Design
Hey there! Today I'd like to talk about what you can expect from some of the more RPG inspired elements of Arclands. There are two ways to lose in Arclands - ei...
DevLog #2 - Buildings & Citizens
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Game Design
Hey there! I'm getting a lot of questions if Arclands plays more like an RTS or SIM game – So now it's finally time to talk about how you're going to interfac...
Design Journal: Villains
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Game Design
I'm gonna talk about how we're designing a major new feature we're calling Villains. I'll start with some history and background to cover the motivation, and th...
The Future of Fiend's Isle
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Game Design
Introduction Hey everyone! I want to go over some of my rough plans for Fiend's Isle and give some context for what currently exists in the demo version. Before...
How It's Made: Hyper P.T.
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Game Design
Some people were interested in how I made Hyper P.T., so here we go. HyperJam On April 1st, 2020 I learned that the Merveilles community was going to be hostin...
UX design of a roguelike inside a cockpit sim
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Game Design
As I'm squeezing the last couple of levers in the cluttered cockpit of Nauticrawl, my roguelike within a cockpit sim, I decided to use this as an excuse to shar...
Progress?
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Game Design
I haven't posted anything about Ex Zodiac for almost a year, so I thought I'd write a bit about what's been going on. This post will probably be more like a st...
Character Design deep dive: How I came up with the Art Style for Arietta of Spirits
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Game Design
Arietta of Spirits was first developed solely by Samppa (writer, composer, sound designer) in 2016-2018. His original prototype/demo looked like this: I joined...
Everhood or the idea to stop worrying about making the game a financial success
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Game Design
The development team of Everhood consists of me(Chris) and Jordi. Jordi handles programming for Everhood but he is also very flexible in other areas such as art...
Coffee Talk Devlog #4: Brewing the Gameplay Mechanics and Latte Art Feature
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Game Design
What makes Coffee Talk different from other visual novels out there? The immersive coffee-making experience, of course. In Coffee Talk, you will play the role o...
how a real-time simulated machine ended up with a turn based gameplay
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Game Design
In this devlog I'd like to detail the (painful) process that went into making Nauticrawl a transparently turn based crawling game, while not sacrificing the imm...
The Creation of Tôtem
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Game Design
Hello, all! As a little hurray for getting over 1300 downloads on Tôtem, I've decided to celebrate by making a little something special for you guys. For tho...
Writing dialogues for the Clean Spear tavern - Roadwarden Devlog
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Game Design
The Clean Spear tavern is the first major settlement the can be visited in Roadwarden. “Can be”, but doesn’t “have to be”. While Spear is going to be...
Soulash design choices and it's future
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Game Design
Hey guys, Last week I mentioned the upcoming alpha release of Soulash version 0.2 , which will be available on 21st June 2019. This week I would like to talk a...
[004] End of August Update
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Game Design
Howdy fans, and welcome to another update on Anodyne 2: Return to Dust! General Updates This past month we kept working on our demo. We've been working hard the...
Dating Sim Demo, Done Three Ways
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Game Design
The Completely Skippable Preamble I love cooking. Outside of making and playing games, I would say it’s probably my favorite hobby. When I get off from work...
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Coffee Talk Devlog #2: Bringing Doodles to Life
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Game Design
Hello everyone! I’m Sheli, your go-to PR person and Community Manager of Toge Productions. If you have anything to say or discuss about our games, just hit me...
Whale-Farm Developments
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Game Design
Aside from releasing Swirl Watch and putting together another content update for Hyperspace Dogfights I've also make some progress with the spring update. Here...
Coffee Talk Devlog #3: Creating Space With Music
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Game Design
When talking about a good cafe, I’m imagining a chill atmospheric place where I can comfortably sit while sipping my favorite warm drink. Is there anything mo...
DevLog 9: Explosive Enemies
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Game Design
In this Devlog we will take a look at all the different types of enemies coming to BLASTRONAUT full game. But first, BLASTRONAUT has never meant to be a typical...
VERGER: a tiny roguelike in four seasons - year one
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Game Design
Hey hi! I'm bryan (or hexcavator, or bryin, depending on how we've met). VERGER is a small, colorful roguelike I've been building in my spare time. It started a...
Scary Game vs Horror Game
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Game Design
Scary Game vs Horror Game As Halloween approaches, I reflect on the beginnings of The Mind’s Eclipse and how a horror game became a sad story of a family wres...
Dev Diary #12 - Smokin' Progress
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Game Design
Hello Surface-Dwellers, We recently posted one of our level early Concept Art The Sunken Kingdom: Without spoiling too much, this level was design with the them...
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Dev Diary #1 - Process
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Game Design
Hello fellow Earth-dwellers! First of all, thank you so much for those who have supported SAMUDRA and tried the alpha, your feedback had been crucial and are al...
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Infinite mode update
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Game Design
Hi everyone! We’re back with a short update providing some details on the new infinite game mode we’ve been working on for Tobu Tobu Girl Deluxe. Once again...
How we crafted a Social engine and Emergent Gameplay
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Game Design
Hey there everyone! Vox games here with a quick article about how we've crafted a fully functional social system, with heirarchies, friendships, skills, buffs...
ATOP Devlog 3 - Shaping a Tale of Paper
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Game Design
Hi and welcome again! Today we’ll catch up to where we left off two weeks ago when we talked about how the project began and showed you how the first playable...
Hall of Reincarnation and NPCs
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Game Design
Hey guys! When exploring the Nightmare Realm, Elle sometimes will encounter various travelers who got trapped in there. If you happen to rescue them, they will...
Cut With the Grain
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Game Design
Compared to consoles of today, the PlayStation 2 had draw distance limits and how much it could show on screen at once. Some games used fog or bloom effects to...
A retrospective on perspective
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Game Design
Iteration is the process of doing something again and again until it meets your standards. It is a common technique in game development and the tech industry, b...
Future plans
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Hello everyone! I'd like to start this post by giving a huge thanks to all of you who played the game. The Gravity Box just hit 500 downloads! This means the w...
Making Monsters
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Once we had the idea for this game, we needed to define the enemies of the game: what comes out of the shadows. We had quite a few discussions about this and th...
A Love Letter to GB Studio and Rapid Iteration
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The Year After was made with GB Studio , described as “a quick and easy to use drag and drop retro game creator for your favourite handheld video game system...
First New Puzzles
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Game Design
At the art gallery in January, I had my first new puzzles up and working. This mountain world is based (at least in the first half) around stone-stacking puzzle...
ATOP Devlog 2 - The Journey Begins
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Welcome back! Today we'll talk about how our programmer, Pau Tarés, made the first prototype of the game under the name "PaperBoy" of what will later become A...
Unique Enemies
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Game Design
Hello everyone! Over the past week, I have been working on a new update for Crumbling World . This update focuses on the combat skills of Unique Enemies and ho...
Shadows of Doubt DevBlog #20: Roadmap 2020
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Game Design
Happy new year! For this update, I figured I'd look back at last year's roadmap and evaluate where the game is, and where it's going this year. This time last y...
The Path And Wall System
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Game Design
Hello everyone! I have been working towards adding new levels and refining Crumbling World ’s procedural generation system in an effort to add more details w...
Boss Fight Development
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I've spent the last couple of months working on the first boss fight, and re-working the formation system, along with a bunch of other smaller tweaks. Having fi...
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StukuPuku Game Mechanics
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This time we want to present core game mechanics we implemented in StukuPuku. There are two sides that battle each other, just like in tug-of-war game. The fir...
Design discussions 01
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Game Design
Pickin' Panki is very simple. A what you see is what you get kind of deal. So I have decided that instead of expanding on features and mechanics I will talk mor...
Combat Improvement Update
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Game Design
There are some changes for combat system. Check out the comparison video below! Akimbo weapons are now here! Each weapon will work separately, and are strong en...
ATOP Devlog 1 - Introduction and Welcome post!
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Game Design
Hello everyone! Welcome to the Official Devlog of A Tale Of Paper . First of all thank you for taking the time to read this post, for us it means a lot. From th...
Lots and Lots of Updates!
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Game Design
Since this demo launched, Simon Quest has been in a refactoring phase- on a technical level that means cleaning up code (keep in mind, the demo I uploaded here...
Weapons of Mass Destruction
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One of the things that’s struck me whilst going through and actually playing Jetboard Joust (rather than working on individual parts in isolation) is that one...
Dev Diary #6 - Mechanics
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Hello Adventurers! This week I'm sharing a little bit on the team's approach towards the general game mechanics of SAMUDRA. This early game level consist of a...
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