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Physical game Devlogs About Game Design From Those You Follow Page 2

The Grid™️ 2: Hypergrid (Or: Home-Ship Construction)
3
10
Game Design
Last time I made a post about mechanics I talked about the Grid . Now I’m…still talking about The Grid, kind of! But it’s a different one this time. Home-...
Magical Girls & Mecha July DevLog
Game Design
Hello July and welcome to the second devlog of the update of Magical Girls & Mecha v1.2 which really it should be v0.2 because in retrospect what is currently p...
Design notes now available
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3
Game Design
I've just uploaded a separate PDF that goes into a few details about the making of Hill Marks. This was motivated by the Disc 2 jam . I was particularly interes...
1 file
Perros sin Dios versión 3
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Game Design
Perros sin Dios llega al a que ha sido considerada su mejor versión. Un juego más completo que continuará desarrollandose y creciendo con el paso de los año...
4 files
Devlog #2: Stamina
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Game Design
Stamina is a resource I bolted onto both the RUNE engine and the NULL/CIPHER healthless idea for Valiant Horizon Tactics. It’s a very major change to how a RU...
Pequeña corrección ortográfica
4
Game Design
Algunos errores que no se habían notado por aquí y por alla...
1 file
La versión completa ha llegado
4
Game Design
Ya quedo banda...
2 files
Un juego de Tecno-fantasía
Surprise & Distance in OSE Dungeons
2
Game Design
It was pointed out to me that my Cheat Sheet and Wandering Creature Prep Sheet do not factor in Surprise when determining the encounter distance. This is a feat...
2 files
How Does Refusal Work?
Game Design
THIS POST IS FROM AN OUTDATED VERSION OF THE GAME. Brimstone and Lead: Arena uses a modified UGOIGO structure. The Active Player has four action points, while t...
Reflections on MORIAH in 2024
2
Game Design
The Disc 2 Jam invites participants to provide commentary, extras, and additional content for their existing games. So I decided to write about what brought abo...
1 file
Update for May 7, 2024
Game Design
Hello! It's been awhile, but the time has come to make a fairly major update to The Walled and the Wood and also to prevaricate on these upcoming modifications...
Esplorando la Modalità Veloce: Quick Icebreaker - Shackleton Alle Montagne della Follia
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Game Design
Salve Esploratori! È giunto il momento di parlare della Modalità Veloce, o Quickstart: ANTARTICA Quick Icebreaker. Immaginate di immergervi direttamente nel c...
Devlog #1: Healthless*
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Game Design
(This is a companion piece to Gila RPGs/Spencer Campbell’s recent stream about healthless TTRPGs , which is well worth your time if you have an hour to spend...
Design Blog - The Firebrand
2
Game Design
Welcome to the final playbook design blog! Assuming I don't write any more, anyway. Our last playbook to examine is the Firebrand! Design Story : If you've been...
TTRPG design of Oceania 2084 - crafting the dystopia
1
Game Design
I recorded a 20 minutes designers talk about the game, the creation of it and the thoughts I have around some parts of the design. I hope you like it! Let me al...
Update!
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Game Design
This is a design commentary. It's also downloadable as a PDF in the game text! It's attached to the new 0.7 update and covers all the new changes! DESIGN COMMEN...
3 files
Esplorando la Storia: Gli Atti
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Game Design
Salve Esploratori! Oggi vogliamo immergerci nel cuore pulsante di Antartica, esplorando il delicato equilibrio tra libertà narrativa e struttura tematica che d...
Esplorando Le Relazioni
Game Design
Salve Esploratori! Oggi vi condurrò attraverso il ghiaccio e il vento dell'Antartide, immergendoci nei meandri del game design mentre esploriamo le Relazioni t...
Design Blog - The Essence
1
Game Design
Welcome back to another design blog! I'm working my way through the process of writing the four playbooks of Daybreak on the Battlefield - today we're taking a...
Patreon!
Game Design
So, a friend of mine--who is helping me with game development--suggested I launch a Patreon. I did a while ago under the guise of wanting to post some deeper di...
All Complications are My Own
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Game Design
One of the great joys of maturing as a game designer is that I've got very good at making complex systems as simple as possible. But it turns out when you decid...
Echoed Invocations: Deviations
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Game Design
After I had published “Issue 0” of Echoed Invocations, I decided my next issue was going to be themed Deviations , as it was going to focus on optional rule...
4 files
Design Blog - The Rising Star
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1
Game Design
I'm back for another trip into the design thinking behind Daybreak 's playbooks! Today I'll be looking at the design for the Rising Star. Design Story : Working...
SOAR Dev Log #6: Combat isn't a fail state
Game Design
Combat is not meant to be a fail state For today's Devlog I wanted to focus on my design philosophy that is a core part of SOAR, and how I've tried to make it c...
THE LANTERN JAM #1 / JAM EL FAROL
Game Design
(En español a continuación) Dear backers, I am glad to announce the first creation jam for The Lantern. The idea is to get together and create new playable ch...
Design Blog - The Dissident
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2
Game Design
Ok, today I'm gonna dig a little bit into the design of the Dissident playbook, the first of Daybreak 's playbooks that I concepted. Design Story : Like I menti...
Taking Inspiration from Video Game Combat: Ghost of Tsushima (part 2)
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Game Design
Doing the first design exercise of applying the mechanics of Wandering Blades to media that inspired elements of the game was so fun, I had to do it again! Comb...
Taking Inspiration from Video Game Combat: Ghost of Tsushima (part 1)
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Game Design
A member of the Asians Represent Podcast Discord community (thanks, Izen) suggested that I produce an episode breaking down cinematic action scenes as if played...
Afterglow Update
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Game Design
Hi all! Just to say, AfterGlow has received a rules clarification update based on some feedback - the digital files have been updated accordingly! Thanks to Ale...
3 files
Design Blog - Playbooking in the Moonlight
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Game Design
Having started a little design blogging about the classes for NEW BLOOD, I thought it would be fun to talk through my design thinking over here! Plus I actually...
1 file
Fantasy Map Maker Release!
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Game Design
Hello! Just a quick couple of notes about the considerable changes to the game. The main focus for the development of the new version of the game was two-fold...
Design Blog - Callings
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Game Design
Today I'll be tackling the design of all four callings all at once! Mechanically, there's not as much going on with them, but I think Callings are a really inte...
SOAR Dev Log #5: GM advice and Mapmaking
Game Design
Little known fact about me, my main involvement in the TTRPG hobby comes from GMing lots of games and designing maps for official Lancer modules. Okay, its actu...
Design Blog - The Packrat
1
Game Design
The third (and final) of the three classes - today we're digging into the Packrat. Design Story : The Packrat is the youngest of the three, and it's also the on...
Design Blog - The Splinterhead
Game Design
Another design blog! This time I'm digging into the Splinterhead. Design Story : When I started with the idea that would become Myco-Alchemist, I also was looki...
Ruins & Rogues vs. Maze Rats
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Game Design
So after years of trying to design my perfect game, I finally have it in my hands... And what do you know, it turns out it's very similar to Maze Rats. Hell, it...
Modularity for Adventure
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Game Design
Welcome back! This post is going to be a quick one. I've been busy wrapping up the Kickstarter campaign for Glide - Repacked these past few weeks and touching u...
SOAR: Dev Log #4
Game Design
Hi ! Been a bit, but it doesn't mean I haven't been working on this. In fact, I've been working away at V0.3 a fair bit, and I got to run SOAR again as a one sh...
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...
Design Blog - The Myco-Alchemist
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Game Design
I thought it would be fun to dig into the three classes, their inspirations, what they've got going on mechanically, what's exciting to me about them! This one...
1 file
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...
2 files
Wild, Wild, Wasteland
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Game Design
Hello, This week for the devlog I'm touching on the world event s system that will be included for Courier - Repacked edition. As briefly discussed in the Facti...
Class Overview #6: Meet the Tactician and Windmagus!
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Game Design
Hi there! Last class overview devlog, because after these two we’re out of core classes! Introducing the final two, Tactician and Windmagus. Just in time for...
Playing in the PDF
Game Design
What are you talking about? Ok, lets roll back a little, before talking about "playing in PDFs", let's talk about PDFs. As it turns out PDFs do a lot and someti...
SOAR: Dev Log #3
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Game Design
So for this devlog, I wanted to go back to early days of SOAR. The pdf you're able to read is VERY different from how SOAR worked earlier. SOAR came to be aroun...
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...
Class Overview #5: Meet the Knight and Ranger!
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Game Design
Hi there! Valiant Horizon v1.0 is coming out on January 23rd! So we’re devlogging fast now. As noted in #1 , all role/sub-role talk is referring to Total//Eff...
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...
1 file
Class Overview #4: Meet the Earthmagus and Frostmagus!
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Game Design
Hi there! Valiant Horizon v1.0 is coming out on January 23rd! So I’d better get moving on these devlogs. As noted in #1 , all role/sub-role talk is referring...
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