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Game 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...
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...
DevLog #2 - Buildings & Citizens
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Game Design
Hey there! I'm getting a lot of questions if Arclands plays more like an RTS or SIM game – So now it's finally time to talk about how you're going to interfac...
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...
how a real-time simulated machine ended up with a turn based gameplay
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Game Design
In this devlog I'd like to detail the (painful) process that went into making Nauticrawl a transparently turn based crawling game, while not sacrificing the imm...
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...
Coffee Talk Devlog #2: Bringing Doodles to Life
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Game Design
Hello everyone! I’m Sheli, your go-to PR person and Community Manager of Toge Productions. If you have anything to say or discuss about our games, just hit me...
[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...
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...
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...
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...
Writing dialogues for the Clean Spear tavern - Roadwarden Devlog
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Game Design
The Clean Spear tavern is the first major settlement the can be visited in Roadwarden. “Can be”, but doesn’t “have to be”. While Spear is going to be...
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...
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...
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...
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...
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...
Making Monsters
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Game Design
Once we had the idea for this game, we needed to define the enemies of the game: what comes out of the shadows. We had quite a few discussions about this and th...
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...
Coffee Talk Devlog #3: Creating Space With Music
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Game Design
When talking about a good cafe, I’m imagining a chill atmospheric place where I can comfortably sit while sipping my favorite warm drink. Is there anything mo...
Coffee Talk Devlog #4: Brewing the Gameplay Mechanics and Latte Art Feature
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Game Design
What makes Coffee Talk different from other visual novels out there? The immersive coffee-making experience, of course. In Coffee Talk, you will play the role o...
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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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 Game Designer's Approach to Narrative Design
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Game Design
As I recently wrote about in more general terms on my own blog: Waybinder has just been released. I've not created a game like it before, and so it quickly bec...
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...
Static content in Soulash
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Game Design
This article was inspired by FAQ Friday on /r/roguelikedev . Soulash has a big open and consistent world that feels like one map. I've made the decision early i...
Scoring in Soulash
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Game Design
Soulash is a roguelike with permadeath. It will be challenging to beat the game and might require multiple tries. To help see progress, a scoring system was imp...
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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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...
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...
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...
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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Norco: Faraway Lights June 2019 Update: Artwork & Episodic Release Details
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Game Design
Hi! Since this demo still receives a consistent amount of traffic, I thought I might provide an update on the development of "Norco: Faraway Lights". Progress r...
June Ends, Journey Continues
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Game Design
It's been two months of working on Beyond You! behind the scenes, with no gameplay updates in that time. There has been general updates in that time, of course...
“An RPG / Visual Novel / text adventure hybrid” is a mouthful - Roadwarden Devlog
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Game Design
In her Rock, Paper, Shotgun article , Jay Castello has mentioned: The game’s genre is purposefully fluid. On (...) Studio’s website, the top frequently aske...
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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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...
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