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Physical game Devlogs About Game Design Page 2

Deep Dive - Characters
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4
Game Design
His Majesty the Worm is a new-school game with old-school sensibilities: the classic megadungeon experience given fresh life through a focus on the mundanities...
The Grid™️
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Game Design
I know what you’re here for, mechanically. Let’s talk shop about The Grid™️. Loadout and Construction Every mech in this game is defined by a grid like...
2 files
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...
1 file
Lore of the Taels of the Heisty Vixens
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Game Design
I have been meaning to work on the overhaul of Taels of the Heisty Vixens for a long time, but I kept getting distracted by new projects. I do have a lot of ide...
One Sheet to Reference them all
Game Design
The Ship Selector With 75+ ships to choose from, ship selection has become a big part of character creation. The ship, of course, is a character. The choice is...
1 file
Winter 2023 Fallen Game Jam
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Game Design
Hey everyone! It's time - The 2023 Fallen Game Jam is here. Create monsters, locations, postcards, NPCs, adventures, tables. Prizes will be going to the 3 top s...
Deep Dive - Tarot
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Game Design
His Majesty the Worm is a new-school game with old-school sensibilities: the classic megadungeon experience given fresh life through a focus on the mundanities...
High level review: Halls of Lidless Shabbath
Game Design
[Adventure] The Halls of Lidless Shabbath (2016) Stuart Marshall & Joseph Browning Lvl 12 – 15 A treat today. An adventure for level 10+ And its legit, as in...
Version 0.5 Dev Preview #8: Recruits & Visages
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Game Design
In today's stream, I talked about some expected changes to the Recruit system, covering preset and quickstart characters, and Visages! Blind Exploration At the...
New expanded pamphlet design
Game Design
Iko is launching a mayor CY_BORG bundle, and to celebrate that (and take part of it) I've updated this adventure to a pamphlet design. It features a newly expan...
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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...
2 files
Version 0.5 Dev Preview #7: Phoenix Guard & Reworked Ventures!
Game Design
Phoenix Guard-chan In today's stream, I did some quick colouring work on the Phoenix Guard: a new playable Venture focused around ranged artillery and formation...
DD/HS Progress Report
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Game Design
Howdy I'm in the midst of rewriting all of Drier Deserts, Hotter Suns with lessons learned from 3 years of playtesting, game design experience (both reading and...
Version 0.5 Dev Preview #6: Pseudo-West Marches
Game Design
In today's stream, I tackled a bunch of overlapping concepts at once: A GMless/GM-light system; Players having multiple PCs; and taking inspiration from West Ma...
Class Overview #2: Meet the Blazemagus and Champion!
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Game Design
Hi there! #2 in our design series, meet the Blazemagus and Champion! As noted in #1 , all role/sub-role talk is referring to Total//Effect’s role and sub-role...
Version 0.5 Dev Preview #5: Action Economy & GM-less Gacha? What?
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Game Design
In today's stream, I went through a lot of major ideas and changes for Version 0.5! Totally different from the last update post, even. Action Economy 2, Economi...
Version 0.5 Dev Preview #4: Sapients & Voyager's Niche
Game Design
Today's stream, I sketch out a planned Sapient page, showcasing all the playable Sapients in one big group picture at the start of the Chapter! I also talked ab...
Deep Dive - Speedbumps, Fame, and Morale
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Game Design
Every time I make an announcement about His Majesty the Worm , I declare we are getting close. Then a year goes by. Then I make another announcement. Then anoth...
Version 0.5 Dev Preview #2: Bravery & Break System
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Game Design
In today's dev stream, we start experimenting with a new subsystem: Bravery & Break! Bravery Bravery is a secondary resource that can be used in combat. It is t...
Version 0.5 Dev Preview #1: Action Loadout Rework
Game Design
Today I've started streaming Voyager: Tactics on YouTube, documenting my work and working in real time with my followers! A summary of the stream's development...
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Designer Diary
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Game Design
I've done some dabbling in various sizes of RPGs: first I made Fruit Friends , which is a postcard-sized game, and then itsy bitsy spider , a business-card size...
Class Overview #1: Meet the Bard and Berserker!
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Game Design
Hi there! I’m gonna reveal class art every week and talk about their design as I do. I’m gonna go start to end alphabetically, so meet the Bard and the Bers...
Nice Comments, Community Copies, and Creation
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Game Design
It's been a while since I looked at Beloved, and I didn't realize that there were those who still played it. It's my first published TTRPG project, and the one...
Devlog 05 - The Drama Economy
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Game Design
Hello and welcome back to the Banda’s Grove Overhaul Devlog! If this is your first Devlog, check out our first Devlog that explains why Banda’s Grove is get...
Devlog 04 - Pebbles, Resources, Safety Tools, and Tutorials
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Game Design
Hello and welcome back to the Banda’s Grove Overhaul Devlog! If this is your first Devlog, check out our first Devlog that explains why Banda’s Grove is get...
Playtested!
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Game Design
I'm making progress on editing and finishing the art for this! Last week I playtested for the first time and found a couple of issues. The game was quite a lot...
METTLE Core update 1.5!
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Game Design
This is a massive update, patch notes are also available at: https://planariangames.blogspot.com/2023/07/mettle-core-15-revision-notes.html The 1.5 edition of M...
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Design Theory: Framework and Additions
Game Design
The idea for SPAR started where most of my TTRPG ideas do anymore: Discord. Back in late January or early February of this year, I’d been reading Extraction f...
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...
The making of Oceania 2084 - my master thesis
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Game Design
I have something really fun (for me) to announce! I have finished a master's thesis, that has received a pass. In it I am processing the development of the upco...
Devlog 01: Welcome to SPAR
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Game Design
Welcome to the first true devlog for SPAR ! What is SPAR ? SPAR launches Chris McDowall’s Mark of the Odd framework into the golden age of thrilling danger, i...
Welcome to Dextra!
Game Design
This is my first devlog post for Dextra , which is my first published game. First off, I want to thank all of you who have made purchases of the game, and all o...
2E in development
Game Design
I've been working on a new edition of this game. Ruleswise, its mostly the same. Trimming some fat, and focusing on areas that playtesters seemed to enjoy, most...
Plans and Progress
Game Design
It's the annivesary of Mangayaw's release on itch.io!! I feel inclined to do something special to celebrate this milestone. But instead I'm writing you all a bl...
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...
[Review] Night Wolf Inn (AD&D 3PP); Promised Land
Game Design
[Campaign Setting] Night Wolf Inn (2016) Anthony Huso AD&D 1e Lvl 1 – 15 I started reading this because I was looking for good high level material and Anthony...
Stern Thoughts
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Game Design
An excerpt consisting of the relevant portion of my latest newsletter ; ““More missions, more mission guidance, and more advice on building the setting, the...
#02 - Considering Prompts for the Cards
Game Design
I have been thinking hard about the prompt section of Gadgets and Gizmos Aplenty, and today I was struck by a little idea. My issue is that, for a game that use...
Preview of upcoming third 6-card expansion
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Game Design
Here is a preview of a few cards from the upcoming 6-card Knowmadic expansion. Note: The designs are not final and are subject to change prior to official relea...
Orzumal's Eye: A deceptively dangerous card
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Game Design
The first way you can lose a game as stated in the rules is "if you don’t have any available moving options during the Explore phase (e.g. the top card of the...
Foldable Character Playbooks
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Game Design
With the new layout, the character playbooks are now split across two A4-sized pages (or four A5-sized ones), which might be a bit cumbersome at the table. To r...
Time, what a concept
Game Design
I started writing RPR during the first months of the pandemic. Remember that? lolsob Since then, I had to buy a new laptop, participated in over 10 TTRPGs proje...
The High Priestess playbook by Charlie Etheridge-Nunn
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Game Design
Written by Charlie Etheridge-Nunn, The High Priestess is a magician abducted by the Phantom Wind as a child, both fighting and embracing its dark gifts. The inc...
The Tower playbook by Rae Nedjadi
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Game Design
Written by Rae Nedjadi (he/they), The Tower is a character who transforms violently between different identities, and must balance change against sacrifice. In...
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...
Review of H4 Throne of Bloodstone (lvl 18-100)
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Game Design
[Adventure] H4 Throne of Bloodstone (1988) Douglas Niles & Michael Dobson AD&D 1e Lvl 18-100 SPOILERS: If you are a player in my high-level game do not read thi...
A F**kload of Words
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Game Design
A lot of my concerns about the length and complexity of 60 Years in Space could simply be addressed by looking at the 5th edition Dungeons & Dragons Players Han...
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...
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...
Dev Diary - March 23
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Game Design
No major updates this month - real life has gotten in the way (preparing for a baby is pretty involved!) and some of the revisions I started last month have spu...
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