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Physical game Devlogs About Game Design Page 3

A little bit of background on why there are no stats or dice.
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Game Design
Hi there game players, how are you all today? Good, I am fine thank you. I suppose you have come to find out something about this game *points finger at downloa...
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Fantasy World vs Dungeon World - 14 Differenze / Parte 1+2+3
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Game Design
[ This is an Italian translation of previously published articles ] Undici anni fa nasceva Apocalypse World e, dopo solo un paio d'anni, veniva adattato per gio...
Big Changes
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Game Design
GET READY The Imposition Dice System has been in development for a while now. One of the first things we nailed down was the dice resolution mechanic during per...
Ironsworn: Starforged - Art Preview #3
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Game Design
Work progresses on Ironsworn: Starforged , the in-development standalone sequel to the Ironsworn tabletop roleplaying game. While I've been finessing the mecha...
Ironsworn: Starforged - Art Preview #4
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Game Design
Since the last art preview, Ironsworn: Starforged has launched early playtests. Dozens of spacers are setting off into the Forge to undertake perilous quests...
Fantasy World vs Dungeon World - 14 Differences / Part 2
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Game Design
This article was first published on the Fantasy World newsletter and has finally made its way here. SUBSCRIBE to get future articles as soon as they are made, a...
Design notes now available
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Game Design
I've just uploaded a separate PDF that goes into a few details about the making of Hill Marks. This was motivated by the Disc 2 jam . I was particularly interes...
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🇮🇹 Autorità narrative 2: Ma un gioco di ruolo che cos’è?
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Game Design
🇮🇹 Nell’articolo precedente abbiamo parlato di cosa sia un gioco . Ora dobbiamo spostarci di un passo ulteriore e cercare di capire che cos’è un gioc...
What's Coming in 2020
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Game Design
As we approach six months since the release of High Magic Lowlives we thought it’d be a good time to break down some of the landmarks on our release roadmap...
Unchaining the Chained Panopticon
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Game Design
When Cueinn first drew his version of a Beholder bot, we knew we had to put it into the game, and so we did! I made a promise that, if the game achieved 50% of...
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The missed opportunity of Class Moves
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Game Design
This post is about my secret sauce for the design of Moves, and especially Class Moves, in Fantasy World . A word to the wise Each PbtA game is a world apart...
Fantasy World vs Dungeon World - 14 Differences / Part 3
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Game Design
This article was first published on the Fantasy World newsletter and has finally made its way here. SUBSCRIBE to get future articles as soon as they are made, a...
The Ethos of Sorcery in His Majesty the Worm
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Game Design
The magic system in His Majesty the Worm is probably the subsystem that underwent the most dramatic changes during playtesting. Four completely different system...
Table Book Stretch Goal!!!
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Game Design
We reached the table book stretch goal! You wanted tables? You got 'em—all organized, all separated. And yeah, the cover art's done too. Right here. From toda...
Overhaul Devlog - 02 - Design, Maps, and Terminology
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Game Design
Page Design, Maps, and Terminology This isn’t final text in the v2 image by any means, but we’re walking down the path of making new master pages for layout...
Devlog 03 - Badges & Rethinking Mechanics
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Game Design
As a great show of how fluid game design is at this stage, in our last Devlog I said we simplified the word “Fragment” and “Plane” to just Plane. Upon f...
Manifestos in His Majesty the Worm
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Game Design
Don't tell the FBI, but I love a good manifesto. When setting out to create His Majesty the Worm , I wanted to clearly articulate 1) what the game was about, 2)...
Overhaul Devlog - 01 - Why?
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Game Design
Last weekend we made the difficult decision to pull Banda’s Grove out of layout, and rewrite the core rules from scratch, reorganize all the sections, condens...
Building Ships
Game Design
Redditor DarthAvner asked the other day about porting ships into Captain's Log, and I decided, since I've done quite a bit with shipbuilding, I'd chime in. Now...
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🇮🇹 Diagramma di flusso dell’investigazione
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Game Design
🇮🇹 All’inizio del mese, Greta e Alessandro mi avevano aiutato a riflettere sul flusso delle scene d’investigazione. In particolare, avevano anche pro...
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Appunti di Game Design I
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Game Design
Buongiorno a voi molti di voi saranno sorpresi di scoprire che un autore come me ha voluto scrivere un gioco Old School (per chi non mi conoscesse, questo perch...
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Hey, uh, what's up with the name?
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Game Design
I find naming projects incredibly challenging. Ninety-nine times out of a hundred, I have the idea for the concept of the project before I have any idea of what...
Progression clocks in Solar Crown Online!
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Game Design
If you've found your way to this development diary, odds are that you are somewhat familiar with Ironsworn. If not, here's the relevant part to get you up to s...
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A Few Thoughts On How To Play Space Aces Core Game
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Game Design
TL:DR - Similar to eating a peanut butter cup… There’s no wrong way to play Space Aces. First some background: Space Aces is rooted in my love all things ca...
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Hollow Earth Magic: mechanical changes in MiniBx Core
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Game Design
I’m working on the Hollow Earth setting for MiniBX and decided to give a preview on how magic will work in terms of game mechanics in this blog post. https...
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His Majesty the Worm Progress and Itchfunding
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Game Design
As you know, I’m writing an RPG called His Majesty the Worm . Well, actually I wrote it a few years ago. The text is done. It needs an editor. It is sitting i...
How does the A.I. work?
Game Design
So you're probably wondering what makes Monstrous Logic different? Do you roll a die and do what it says? Is it another one of those? No, no. That would be too...
Alchemy in His Majesty the Worm
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Game Design
Text for [Name This Alchemical Book!] is finalized, short of final copy editing, and is about to head towards layout. Wanted to take the time to give a retrospe...
The Filcher: Control and Theft In World
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Game Design
Above: one of Hello, World’s pregenerated character sheets using the Filcher playbook as it’s foundation. Forged in the Dark games are somewhat unique in th...
Appunti di Game Design II - Paragame
Game Design
Caratteristiche di Paragame, parte I - Le Classi: Dopo aver fatto un piccolo approfondimento sulle caratteristiche meccaniche (con cui tornerò più avanti con...
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Cleric - religion in fantasy games
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Game Design
[Update 18-04-2020] This class has been renamed Priest to better reflect it's unique nature in comparison to the classic D&D-ish  Cleric . [/End Of Line]...
My goals with “An Exodus”
Game Design
Thanks for checking out “An Exodus”, I really hope you enjoy it. I had a few goals in mid when starting this project. - First of all, I wanted something eas...
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The Breaker: Force and Hurt in World
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Game Design
Above: one of Hello, World’s pregenerated character sheets using the Breaker playbook as it’s foundation. Hello, World provides players a power fantasy, lik...
Massive Update incoming
Game Design
As I prepared Rage for Hell for print and for full release, I realize that I was unsatisfied with the gameplay. It could be so much more, as such, I am currentl...
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Dramatic Fantasy
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Game Design
TL:DR Series like Battlestar Galactica and Game of Thrones are incredibly successful with pretty much everyone, not just the usual crowd of sci-fi and fantasy f...
The Roller: Momentum and Leadership in World
Game Design
Above: one of Hello, World’s pregenerated character sheets using the Roller playbook as it’s foundation. These things are at serious risk of getting a littl...
Arcana Academy Released
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Game Design
Wanted to let everyone know that the final copy of Arcana Academy is released! Feel free to download the game and get playing with all of your friends. I should...
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Shuttlecraft Incoming
Game Design
Version 6, Updating Shuttles One of the biggest updates of V6 will be the inclusion of all shuttlecraft stats . I've poured over all the existing books, gone th...
Lets Talk About Dice
Game Design
The resolution mechanic for High Magic Lowlives is modeled after World of Dungeons and Blades in the Dark, both written by John Harper. I really like this syste...
Fate Sucks for Horror, But It's Amazing for #iHunt's Horror
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Game Design
I've written a bit about the way we use Fate for the very specific type of horror that #iHunt does. Fate's a game about narrative control, which tends to run co...
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Kernel! Development Update
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Game Design
Hello everyone! It's been almost a year since the release of Kernel and in that time I've gotten a lot of feedback about what's strong about the game and what n...
Update for May 7, 2024
Game Design
Hello! It's been awhile, but the time has come to make a fairly major update to The Walled and the Wood and also to prevaricate on these upcoming modifications...
Rewrite/Revision in Progress
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Game Design
It's been a bit since initial release and I got some good feedback from a lot of people. Overall, well recieved, but things are a bit to v ague. So there's a se...
Weaving Autistic, Neurodivergent and Disability Community Thought and Activism into the Game
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Game Design
So, I’m excited to share some of how I’m building this game from a foundation of Autisic, neurodivergent, and disability community thought and activism! I...
La Faim - Vers un mode solo
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Game Design
Depuis quelques semaines, la Faim me trotte dans la tĂŞte, probablement parce que j'en ai enfin fini avec "Glorieuses !". Finaliser et publier un projet a toujo...
Beau's Big Bad Con bundle & interpreting Moves
Game Design
Last month I promised myself I'd start using the devlog feature as a way to share my thoughts on design 7 tabletop gaming, as a companion to twitter threads. A...
Character Sheet Progress!
Game Design
Hi there! So, here is the first finalised draft of the Character sheet for Micro Blades . The Specific Sheets will come soon (Sellsword/Rogue/Sage etc.). Backs...
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