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Physical game Devlogs About Game Design From Those You Follow Page 4

Wounds and/or Scars?
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Game Design
The current version of Ikezu-ishi contains both the original Cairn 2e SCARS but also implements WOUNDS from Block, Dodge, Parry . I like Wounds because BDP does...
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What's Coming in 2020
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3
Game Design
As we approach six months since the release of High Magic Lowlives we thought it’d be a good time to break down some of the landmarks on our release roadmap...
Unchaining the Chained Panopticon
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Game Design
When Cueinn first drew his version of a Beholder bot, we knew we had to put it into the game, and so we did! I made a promise that, if the game achieved 50% of...
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The missed opportunity of Class Moves
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Game Design
This post is about my secret sauce for the design of Moves, and especially Class Moves, in Fantasy World . A word to the wise Each PbtA game is a world apart...
Fantasy World vs Dungeon World - 14 Differences / Part 3
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Game Design
This article was first published on the Fantasy World newsletter and has finally made its way here. SUBSCRIBE to get future articles as soon as they are made, a...
The Help Action
Game Design
The Help Action We finally cracked the code, campers. During every play test players would ask me if they could help another practitioner cast a spell. The only...
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The Long Way Home: An Update
Game Design
First off, wow. Thank you, each and every one of you, for taking a chance on a fan TTRPG. I really hope you are enjoying the game. No point prevaricating: "The...
Kernel! Development Update
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Game Design
Hello everyone! It's been almost a year since the release of Kernel and in that time I've gotten a lot of feedback about what's strong about the game and what n...
Shuttlecraft Incoming
Game Design
Version 6, Updating Shuttles One of the biggest updates of V6 will be the inclusion of all shuttlecraft stats . I've poured over all the existing books, gone th...
Kill Him Faster Season Two
Game Design
It's been five days since the launch of Kill Him Faster Season One: Rip and Tear! I'm finding myself very happy with how things have done - it's sold probably m...
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...
Hey, uh, what's up with the name?
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Game Design
I find naming projects incredibly challenging. Ninety-nine times out of a hundred, I have the idea for the concept of the project before I have any idea of what...
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...
His Majesty the Worm Progress and Itchfunding
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Game Design
As you know, I’m writing an RPG called His Majesty the Worm . Well, actually I wrote it a few years ago. The text is done. It needs an editor. It is sitting i...
On accessibility
Game Design
With Notorious Style, we tried to make the PDF a lot more accessible than ZIMO's Getting up in a few different way Jargon One of the most difficult task is to f...
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🚀 A new log has begun…
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Game Design
If you enjoyed Do Not Read This Journal , you’ll definitely want to check out its sci-fi sibling: Do not access this log! is out now! This time, you’re not...
Overhaul Devlog - 01 - Why?
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3
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...
What gives with balance?
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Game Design
When you do game design long enough, you start to ask yourself some questions you can't exactly turn away from like "what's the goal of having this?" and "why s...
Redesigning kobold Kombat
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Game Design
As I rework the rules for kobold Krew. I find myself trying to fix things I think could have been better. One of those areas is combat. I never really liked the...
Coming to kickstarter for ZineQuest
Game Design
Between February 1st and February 29th, many indie TTRPG publisher will show case their project to the world, and we are so here for it. Zine Month Zine Month i...
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🇮🇹 Diagramma di flusso dell’investigazione
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2
Game Design
🇮🇹 All’inizio del mese, Greta e Alessandro mi avevano aiutato a riflettere sul flusso delle scene d’investigazione. In particolare, avevano anche pro...
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Itchfunding FAQ
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Game Design
What is Itchfunding? Itchfunding is a type of crowdfunding that uses the sales of a bare bones game in order to fund the improvement of the game. Sales might fu...
Appunti di Game Design I
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2
Game Design
Buongiorno a voi molti di voi saranno sorpresi di scoprire che un autore come me ha voluto scrivere un gioco Old School (per chi non mi conoscesse, questo perch...
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Perché tira solo il Giocatore?
Game Design
Buongiorno a tutti! So che per molti potrà sembrare scontato questo messaggio, ma al solito non esistono questioni scontate, quando ci sono amici che ti chiedo...
Alchemy in His Majesty the Worm
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3
Game Design
Text for [Name This Alchemical Book!] is finalized, short of final copy editing, and is about to head towards layout. Wanted to take the time to give a retrospe...
October Update: A Whole New Book!
Game Design
Hey everyone! We’ve been working hard on Why We Fight the last few months, testing the game extensively and building the game out in advance of when we launch...
Progression clocks in Solar Crown Online!
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2
Game Design
If you've found your way to this development diary, odds are that you are somewhat familiar with Ironsworn. If not, here's the relevant part to get you up to s...
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Pequeña corrección ortográfica
4
Game Design
Algunos errores que no se habían notado por aquí y por alla...
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A Few Thoughts On How To Play Space Aces Core Game
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5
Game Design
TL:DR - Similar to eating a peanut butter cup… There’s no wrong way to play Space Aces. First some background: Space Aces is rooted in my love all things ca...
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Hollow Earth Magic: mechanical changes in MiniBx Core
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3
Game Design
I’m working on the Hollow Earth setting for MiniBX and decided to give a preview on how magic will work in terms of game mechanics in this blog post. https...
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How does the A.I. work?
Game Design
So you're probably wondering what makes Monstrous Logic different? Do you roll a die and do what it says? Is it another one of those? No, no. That would be too...
The Filcher: Control and Theft In World
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Game Design
Above: one of Hello, World’s pregenerated character sheets using the Filcher playbook as it’s foundation. Forged in the Dark games are somewhat unique in th...
Appunti di Game Design II - Paragame
Game Design
Caratteristiche di Paragame, parte I - Le Classi: Dopo aver fatto un piccolo approfondimento sulle caratteristiche meccaniche (con cui tornerò più avanti con...
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Print Proof
Game Design
News from the printer We got the printing proofs, which highlited area we need to improve, nothing major or unexpected at this point...
Cleric - religion in fantasy games
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Game Design
[Update 18-04-2020] This class has been renamed Priest to better reflect it's unique nature in comparison to the classic D&D-ish  Cleric . [/End Of Line]...
An Altogether Different River - Additional Design Notes
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Game Design
I made a Twitter thread recently explaining how to play An Altogether Different River, and also ended up including some notes of the design of the actions. I th...
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...
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The Breaker: Force and Hurt in World
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2
Game Design
Above: one of Hello, World’s pregenerated character sheets using the Breaker playbook as it’s foundation. Hello, World provides players a power fantasy, lik...
Massive Update incoming
Game Design
As I prepared Rage for Hell for print and for full release, I realize that I was unsatisfied with the gameplay. It could be so much more, as such, I am currentl...
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Dramatic Fantasy
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Game Design
TL:DR Series like Battlestar Galactica and Game of Thrones are incredibly successful with pretty much everyone, not just the usual crowd of sci-fi and fantasy f...
Something's missing in Crimson Creek... - Post-jam reflections
Game Design
Thank you so much to everyone that participated in and reviewed Curious Creeps during the Knave 2e jam '24. The winners will be announced by Ben Milton on his Q...
The Roller: Momentum and Leadership in World
Game Design
Above: one of Hello, World’s pregenerated character sheets using the Roller playbook as it’s foundation. These things are at serious risk of getting a littl...
Arcana Academy Released
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2
Game Design
Wanted to let everyone know that the final copy of Arcana Academy is released! Feel free to download the game and get playing with all of your friends. I should...
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Lets Talk About Dice
Game Design
The resolution mechanic for High Magic Lowlives is modeled after World of Dungeons and Blades in the Dark, both written by John Harper. I really like this syste...
Fate Sucks for Horror, But It's Amazing for #iHunt's Horror
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Game Design
I've written a bit about the way we use Fate for the very specific type of horror that #iHunt does. Fate's a game about narrative control, which tends to run co...
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Match Length
Game Design
Let's talk about how match length works in Fast Action Wrestling. Since FAW is a quick play system that doesn't concern itself with the move-by-move moments of...
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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...
Playtestversion 0.1.1
Game Design
Change log Revise the GM Principles to go into more detail about the mechanics of the campaign frame. Add background details about corruption to the inciting in...
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Weaving Autistic, Neurodivergent and Disability Community Thought and Activism into the Game
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Game Design
So, I’m excited to share some of how I’m building this game from a foundation of Autisic, neurodivergent, and disability community thought and activism! I...
Animal Mascots and Neurodivergence
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Game Design
Anti-Colonialist Animal Buddies (ACAB) is inspired by animal mascots in video games, especially Sonic the Hedgehog. Those mascots have attitude, are not afraid...
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