Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Physical game Devlogs About Game Design From Those You Follow Page 12

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...
#iHunt and Bodies: Diversity and Stock Photography
3
Game Design
I blogged about diversity, bodies, skin colors, backgrounds, queerness, disability, and stock photography challenges in #iHunt. You should go read it at Machine...
#iHunt: The Pain vs. The Fun
1
Game Design
I've blogged a bit about how #iHunt's a dark game that focuses a lot on the pain the characters experience. How do we make that fun? Basically, with context, co...
Fate Sucks for Horror, But It's Amazing for #iHunt's Horror
1
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...
3 files
Small Update!
Game Design
Hello! Just a small update to the PDF to include some revisions that were necessary after playing it with my group. Notable changes: - Adjusted the token count...
1 file
Version 2
Game Design
I've added a table of contents and page numbers, which did not get added initially because The Colors of Magic was written for a game jam. A tight deadline mean...
2 files
MvM on Itch.io
Game Design
We have launched the Alpha of our game Magic Vs Machines here on Itch.io and on our website . Please check back for updates often! Magic Vs Machines is a collab...
1 file
Libretti aggiornati
3
1
Game Design
Ciao a tutti voi, lo sviluppo prosegue in modo serrato, ci sono ancora 4 o 5 libretti da scrivere prima che mi fermi e cominci la fase ufficiale di playtest. Qu...
7 files
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...
Fonts of Wisdom
2
5
Game Design
Please pardon me while I take a break from obsessing over game design long enough to obsess over graphic design. Specifically, typefaces. If one of my students...
Libretti civili conclusi
1
Game Design
Buona sera a voi, come regalo di fine settimana il libretto del Medicale che conclude quelli civili. ho notato un piccolo errore sui bonus nelle caratteristiche...
1 file
The Filcher: Control and Theft In World
1
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...
Il minimo per giocare
5
1
Game Design
Buongiorno a voi, sono passati pochi giorni, ma ritengo che a questo punto siamo di fronte a un aggiornamento importante. Sono riuscito a completare i libretti...
2 files
The Breaker: Force and Hurt in World
1
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...
Building from the Ground Up: Stromgard's Design Process
1
Game Design
We went into The Wyrd of Stromgard as total newbies- to both project management and game design at this scale. I’d like to say that the process was one logi...
1 file
Primo libretto d'esempio
1
Game Design
Salve a tutti voi, il mio lavoro più complesso riguardante il mondo PbtA sta entrando nella fase più calda. già definite le regole base, che potete trovare s...
1 file
Metatopia Playtest Report
1
Game Design
I ran two sessions of Agents of the O.D.D. at Metatopia, a convention geared toward playtesting games in development. The feedback was a mix of things that ma...
La Faim - Vers un mode solo
1
Game Design
Depuis quelques semaines, la Faim me trotte dans la tête, probablement parce que j'en ai enfin fini avec "Glorieuses !". Finaliser et publier un projet a toujo...
Lessons from Metatopia
1
Game Design
Last weekend, I ran my first playtest of Nighttide (and the Gauge system on which this game is based). It was a lot of fun! Also, it didn't work. That session d...
Sample Character Sheet and Sample Character
1
Game Design
Ahoy everyone! Here is the official character sheet for Resist & Remember. I'm happy to announce here for the first time that I'm working with awesome Chilean g...
3 files
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...
Design Process
1
Game Design
This is the thought process for creating Inhuman Condition . I'm highlighting it here because I had a lot of fun with it and it lead me to working out some inte...
Anchors - The Ties That Bind
1
Game Design
The following rules for Anchors--people, mindsets, and circumstances that effectively trap your character in Nazi-controlled Berlin--have been added as the four...
Developing "Saudade"
1
Game Design
Hey, guys! Mayara here. When I saw the No Dice Jam , I knew I wanted to make something for it. I had a week to create the game, do research and write everything...
Ideas and Suggestions
3
Game Design
We have a changelog for the past versions of HAT so I decided to create a place to track some of the creative/design progress as well. - Come up with an idea fo...
1 file
Weaving Autistic, Neurodivergent and Disability Community Thought and Activism into the Game
2
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...
Updates: Streamlining, Graphics and Stuff
Game Design
Hi! I've taken the time and strongly streamlined the game's traits. Now they are called Archetypes, and there are just six of them. The Paths each have one posi...
Tunnel Crawlers: New Version up
Game Design
Hey there, this is the newest and updated version of Tunnel Crawlers with more informations about the suggested setting world. A new background choice extends...
Tag Team Matches
Game Design
The core rules for Fast Action Wrestling will have the rules for running tag team matches. The flow for tag matches is similar to singles matches with a few sma...
1 file
Update 1.2
Game Design
Just updated Inmoderatum. Lots of small changes, largely because I realised that 1) the title was displaying incorrectly and 2) the page numbers weren't correc...
1 file
Minimalism and Actionability
Game Design
Originally published at sidneyicarus.wordpress.com on same date. A game that I've been affectionately calling INTCOM has released, and while I'm never much for...
1 file
The Aesthetic of WttA
Game Design
For me, design has to centre around something external. Usually, that's music: I'll hear a song, have an idea, and build a playlist. The game will start to form...
1 file
Schema: Development Roadmap
1
1
Game Design
Schema remains in development - this is in a fairly relaxed, prolonged way, with spikes of activity now and again. Given the scattering of the community it gre...
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...
1 file
Re-formatting in progress
Game Design
I am in the process of re-editing the game so that you only write in one book, allowing for easier printed play. In working on the illustrations for the project...
2 files
Designer Notes (Blog Post)
1
Game Design
Development debrief and future plans: https://viridianscroll.blogspot.com/2019/09/lords-of-mars-debrief.html ...
Hitching A Ride: The Choices Behind "A Trip Down Cemetery Lane"
Game Design
"Why make this game now?" is a question I think most designers should ask themselves while they're creating a game. In my case, when I saw Tropes Jam, I figured...
We Forest Three - ZINE EDITION!
Game Design
We Forest Three took a lot of work, and I playtested it quite a few times to make sure it ran as intended. Seeing other people play this game really helped me s...
2 files
Crisis Launch!
Game Design
Crisis is my take on the storygame format. Inspired by Jim Pinto's Protocol series and Jason Morningstar's Fiasco , this game is my take on telling a story up a...
Tea with Demons - Session Zero edition!
Game Design
I'm so happy with the reception Tea With Demons has received. It was my second best selling game at Session Zero, and I could see how the themes of gentle self-...
3 files
New Zine Version, Post Session Zero Event!
Game Design
Hello! REINCARNATION REDUX: Our Requiem has a new zine version! Some slight changes were made to address typos or streamline the language a little bit too. This...
1 file
Zine Edition from Session Zero!
1
Game Design
This game has a really special place in my heart. I've seen players sigh, gasp, and cry while playing this game. I've seen beautiful worlds built effortlessly a...
2 files
What's next for Planet Kamra
Game Design
Recently, I wrapped up running and observing several playtests of the Game Jam Edition of Planet Kamra. It was exciting to see many of the aspects working well...
BECOME ONE - full zine version, post Session Zero!
Game Design
I'm happy to announce that my first game jam baby is now all grown up! Become One is still a small scale game, and plays best in one session. But it's incredibl...
2 files
Revisiting Life in the Machine
Game Design
Hey folx! So it's been over half a year since I wrote Life in the Machine, the very first game I had ever designed. Since then, I've designed 4 more TTRPGs, wit...
3 files
Beau's Big Bad Con bundle & interpreting Moves
Game Design
Last month I promised myself I'd start using the devlog feature as a way to share my thoughts on design 7 tabletop gaming, as a companion to twitter threads. A...
Beta v2
Game Design
v2_8-24-2019 - Restructured the game's setup process to put the characters and their history more front-and-center in the design. This is, after all, a game abo...
1 file
Loading more posts...