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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...
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...
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...
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...
[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...
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...
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...
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...
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...
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...
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...
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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Game Design
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...
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...
Changes: The Practical and the Pretty
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Game Design
Another month of slow-but-steady progress on Auto Fire. A solid amount got done, although some was tangible and some was straight up infrastructure. Conditions...
Weapons of Mass Destruction
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Game Design
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...
Boss Fight Development
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Game Design
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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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...
From a turn-based PvP to a card-based RTS with a campaign
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Game Design
Each game has a long path from an idea to a release. This path includes various prototypes, an alpha, a beta and early access builds. A gamedev project has to d...
How I designed Cantrip
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Game Design
Cantrip is my submission for this year's 7drl . This is my first jam and also the first game I've ever finished. My original plan came about when browsing Thr...
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Chessboards and Pathfinding
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Game Design
One mechanic Rogue Pawn will feature is "chessboard" style battles. Unlike the free-roam movement that was featured in the Ludum Dare (LD) release, we want t...
The Ingredients for Developing a Digital Wargame
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Game Design
The first and most important step to create an interesting and playable digital wargame is to choose the right ingredients. It is not something related to compu...
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Extended artist commentary about this project... (friendship, loss, and remembering moments)
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Game Design
This is a re-post of the longer artist commentary that I posted to my blog. I'm also sharing it here in the event people are interested in reading more about th...
Time vs Efficiency
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Game Design
It's been a few weeks since starting back up with development of Asterius. The first thing I wanted to tackle was the game's lag. And even though I have more wo...
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Improving Chess with Super X Chess
Game Design
What you'll learn You'll find answers to questions such as: How chess is in trouble? How Super X Chess improves chess? Why life is like a game of chess? Chess i...
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A day in the life of making FlowScape
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Game Design
A lot of users have asked for an option to make bigger landscapes, initially i had the idea that you could just paint smaller things to give you the feeling of...
Dev Update #9: New Side Character + Update!
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Game Design
Hope ya'll are having a good Saturday! One day early for once, wow~ Early because my mom is visiting tomorrow so gotta make sure I get this posted. Got a pretty...
Dev Update #13: Aiden, Casting Call, Patreon
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Game Design
Hey guys! Hope you're having a great weekend! Thought I'd make an update before dying by midterms! What's happening: 1) Small Plot Update 2) Patreon 3) Castin...
Making Chess for Pico-8 - #2: Juicyness
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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...
v155 - Ricochet mechanics update
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Game Design
Updated the Ricochet pattern for lerpers so that it bounces off of broken tiles (similar to the Shopkeeper's spinning saws). You can now do neat combos with Orb...
Balancing Startup Panic
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Game Design
Experience tells me that sometimes we can learn more from failure rather than success. That is why when we first created Startup Panic, one of the first things...
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Weekly Update #43 - Alt Characters
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Game Design
-Alternate loadouts for Saffron This week, in addition to many demo tweaks, I added alternate starting sets for characters in hero select. These are placeholder...
New design and animations for Selicy!
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Game Design
Updated Selicy's sprites with her new outfit! She also has some extra dash and other poses now. The animations are based off the old ones, but the in-between ke...
Weekly Update #44 - New Artist & Localization
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Game Design
-Saffron Fanart by TopDylan We have our first addition to the "team." @toppiestdylan , a really fantastic artist, he'll be working on lots of art stuff from c...
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Wicklog 23: Here's the plan
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Game Design
Back in the states. Stugan was great, friendship is the real treasure , etc. Reflecting, one of the things I heard the most from visiting industry professionals...
2019 & How pixel animations are made & What we been up to!
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Game Design
2019 is here to stay for another year! We have been working hard even if it been holidays. Seeing comments and feedback have really boosted us to make this into...
Making Chess in Pico-8 - #4: Chess Engine Tuning
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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...
Some small updates from user feedback
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Game Design
I got a nice thorough round of user testing, which is such a great and useful experience! A lot of the feedback was very helpful and I've pushed a new build tha...
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More World immersion
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Game Design
Hi folks! I am striving to find a good, additional game mechanic to deepen the gameplay in battles, e.g. adding more "live" or "awareness" for the player to enj...
Musings on Auto Fire visuals
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Game Design
I still have a ways to go to hit the look I want out of Auto Fire. All my visual assets so far are bought from the Unity Asset Store, or made by me (and I am no...
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Belong Concept eBook
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Game Design
New Trailer! It has been three months since Belong has been released! Thank you to those who have played, especially to those who have left kind words. To those...
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August Update : Video devlog
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Game Design
Twitter - Facebook - Steam Wishlist We’re well into August already and it seems like the summer is flying by! This month had a wide variety of activities...
Weekly Update #48 - Trinity
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Game Design
Tri Shot - doublecasts when Trinity is charged. Added a new mechanic to the game called Trinity . After 3 stacks of it are charged (by casting spells) a spec...
Weekly Update #8 - Earthbound
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Game Design
-Recast - casts the spell a second time (effectively doing double damage) ^ Notice how the second time “Fracture” is cast, it shoots twice -Redeck - returns...
Weekly Update #10 - Assassinate
Game Design
Assassinate mechanic Every time the spell gets a kill, it automatically gets recasted, allowing the player to chain kills if they reposition quickly enough and...
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Evolution of Blade Throw
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Game Design
1. I wanted to make a spell inspired by Draven's catching axes from League of Legends. (Linked below) I also was inspired by https://twitter.com/worms____/sta...
Weekly Update #45 - Spell Enhancements
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Game Design
- Spell enhancements prototype I've played lots of games with randomly generated loot with "modifiers", where different a Sword might drop as a Sword of Burning...
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Check out the prototype version of "How Do You Know Mr. Blue?"!
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Game Design
Here's some interesting tidbits from the game development. While the demo of "How Do You Know Mr. Blue?" is available to download on Gamejolt now, the game star...
Weekly Update #46 - Localization Complete!
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Game Design
This week I finished up localization infrastructure. The nice team at Maple Whispering finished all the translations for the demo. It was a very interesting exp...
End of beta, atmosphere, game-play challenges
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Game Design
With the first beta of Nauticrawl wrapped up, I felt there was enough interesting feedback to write a devlog about some of the reactions from the testers and wh...
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