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Physical game Devlogs About Game Design Page 13

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
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
Mall Kids Info & Expansion
Game Design
Hey Kids! I'm new to this devlog stuff, but I wanted to share a couple bits about the state of Mall Kids with you all. First, we have a Mall Kids Discord ! If y...
We added the commandments to our page
Game Design
Now you can understand a bit of the mechanics of the game. We have very simple rules so it's easy to spread the Dogo Dash's words around! This is the diagram wi...
1 file
Gauntlet Playtest 2: Open Table Stress Test
1
Game Design
After the first playtest in June, I immediately started another month-long series on the Gauntlet. My players this time were Tom , Scot , Patrick, Adam, Will...
Musings: Playbook design
1
Game Design
I was planning to talk about the playbooks of Hello, World today but as I was thinking about what I would say, I realized that before I did that I first needed...
1 file
Index Card Platforming
1
Game Design
So this is something I still haven't done, and I feel bad about it because this game feels kind of incomplete without it, but I need to provide at least one exa...
Playtesting Jawbone on the Gauntlet
1
Game Design
By June, I had an actual complete draft of the module, and I decided to playtest it on the Gauntlet , a gaming community I've been playing with for a while. I w...
Some thoughts for changing FIGHT and SPECIAL in a future update
Game Design
Thinking about rules changes for future updates. Here's something I'm thinking about for FIGHT and SPECIAL to make them more distinct and changing the dynamics...
v0.3 Preview 2: Immortality, Trauma, and the Stack
1
Game Design
As you can see from the preview image, hello, world integrates several Blades gameplay loops into a single system. One of my favorite things about Blades in t...
v0.3 Preview: Factions and the Map
Game Design
I wanted to do something a bit different for the Factions in hello, world . Factions are very fluid in World. It’s a hyper-mobile digital environment ruled...
draft version
Game Design
Hey everyone! I was talking about the game I wanted to create for the Never Alone Game jam. Here is a draft numeric version of this one. Just in time for the ga...
1 file
illustrations
Game Design
Illustrations added on the cards sheet and inside the rules booklet. You can download illustrations, and use it according to the CC-BY-NC-SA license. Ajout...
1 file
Into the Woods... Weekly Progress
Game Design
Week 1 - Overview This devlog series will track the progress I make on the project each week until its release. Here you can see everything I did in the order i...
First playtest with Dungeon World
Game Design
The problem with playtesting a mystery module is that you have to keep getting new people to play it, which meant that sooner or later I was going to have to GM...
Moth-Light: Alpha v0.5
1
Game Design
Development of Moth-Light continues! Expect even more refinement as my local play-test gets underway. Notable changes in 0.5 of the Alpha. Rules edits and corre...
1 file
Playtest with 5E
Game Design
I recently finished the third ever playtest of Stuck in Jawbone , and it was doubly successful: the players seemed to enjoy it, and I found a few gaps I'd over...
A Blush Game
Game Design
This game was a bit of a challenge to write, if only because I found myself blushing from what I was implying in text. Waiting for feedback to see if it needs...
1 file
Challenged
Game Design
This game was a bit harder to make than A Touch of Glamour , odd considering that it's only 5-pages. Then again, I wrote most of Touch at the hospital, where...
Creating Lore
Game Design
Initially I thought I'd create lore for this---until I realised that it's a bit of a fraught endeavour for me, and explain so in the last few pages of the PDF...
1 file
Progress on the next version, V0.42
Game Design
Quick update about the next... update. It will mostly be fleshing out the lore of the Izyan Conflict setting, including examples of Regions at the urban, provin...
Character Sheet Progress!
Game Design
Hi there! So, here is the first finalised draft of the Character sheet for Micro Blades . The Specific Sheets will come soon (Sellsword/Rogue/Sage etc.). Backs...
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