Game design notes
Notes
Things I noticed while playing, and what caused them. Five Feels write-ups of individual games, plus longer pieces on design and genres.
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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…
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Feel Logging Dump: Endless Dungeon
Every feel I logged while playing the game, sorted into good and bad.
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Five Feels: Endless Dungeon
A twin-stick shooter mixed with tower defence that leaves you feeling like a bit empty. Objectives feel like work and the game…
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Omg stop trying to be “original”
You don’t learn this once As I go through my indie dev journey, I realize how easy it is to make the…
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Shopper Stamina for Game Devs
Exploring how game devs can eliminate friction when educating potential buyers about their game.
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The Allotment: why some games hook me and most don’t
Explaining the theory behind having an ‘allotment’ in games and how it can hook players to stay longer.
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Feel Logging Dump: Bad North
Every feel I logged while playing the game, sorted into good and bad.
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Five Feels: Bad North
A minimalist take on the RTS & tower defence that doesn’t take full advantage of it’s potential.
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Feel Logging Dump: Dome Keeper
Every feel I logged while playing Dome Keeper, sorted into good and bad.
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How Ambient Frustration makes players quit
Short Definition Definition Ambient Frustration: is a term I came up with while playing Dome Keeper. It’s what happens when lots of…
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Five Feels: Dome Keeper
Dig then defend your base against an armada of alien monsters! A terrific game, but a frustrating experience for me.