The Skeleton of a Roguelite
What this is Every great roguelite does the same handful of jobs with its BUMs (build upgrade moments). They just give them different names. This doc lines up 4 games side by side so the jobs are easy to see,…
Design theory — flow, feel, and the things that make games tick.
What this is Every great roguelite does the same handful of jobs with its BUMs (build upgrade moments). They just give them different names. This doc lines up 4 games side by side so the jobs are easy to see,…
You don’t learn this once As I go through my indie dev journey, I realize how easy it is to make the same mistake… Over and over again. It’s tough to learn. I used to think writing things down was…
Exploring how game devs can eliminate friction when educating potential buyers about their game.
Explaining the theory behind having an 'allotment' in games and how it can hook players to stay longer.
Short Definition Definition Ambient Frustration: is a term I came up with while playing Dome Keeper. It’s what happens when lots of small frictions – none big enough to complain about on their own, start piling up faster than the…