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Physical game Devlogs About Game Design Page 13

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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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...
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Designer Notes (Blog Post)
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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...
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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-...
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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...
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Zine Edition from Session Zero!
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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...
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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...
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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...
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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...
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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...
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Gauntlet Playtest 2: Open Table Stress Test
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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
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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...
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Index Card Platforming
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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
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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
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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...
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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...
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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
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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...
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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...
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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...
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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...
Prototyping
Game Design
Hi acolyths, the Micro Blades are coming soon. At the moment I am still figuring out the detailed Special Abilities for the Character Cards. This Design is heav...
Genderless update!
Game Design
Hi everyone! Tower of Arcana has received an update. What's new? - A revision of the text was made to make sure that everyone feels included while reading it...
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Feedback Requested
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Game Design
As someone who runs and reads a variety of different games, I often fill in missing pieces when comprehending a new ruleset. This game is no exception. So I'm l...
Thank You!
Game Design
Hello, everyone! Thank you for taking the time to check my game out. Formatting and layout of In A Week took about 5 hours, although the concept took me much lo...
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Warming up the Titans
Game Design
First posted on official blog on 22 March 2019. Here is a small report about the Titans. The tests were positive and informative, and I am now working on the te...
The Road to Beta - Dev's Thoughts
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Game Design
Well, after some project reorganization and some late-night thinking, I've decided that the development process I originally had in mind is going to change quit...
What's Changed in 1.1?
Game Design
I'm happy to officially be kicking off our move to the Itch platform with the release of Drive·10 -- specifically Revision 1.1 Folks who've been following th...
Version 0.3
Game Design
Updated to version 0.3! Biggest changes: Fleshed our chapters on safety and tone. Added guidance on how to have a satisfying session zero. Much more work to do...
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The Inherent Drama of Broken Promises
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Game Design
Translated from Twitter: It's time for a Moth-Light design thread! This time I want to talk about a core emotional conceits of the game, one I'd love to see mor...
Release
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Game Design
The first release of Antipode, my entry into the /gdg/ necromancy jam. The premise for the jam was to choose an old idea and finish it up. This was a vague id...
My Progress on the game continues.
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Game Design
Today I made a cute background for the game page by overlaying a pixel avatar over colored pages of the game. I also want to keep making more adoptables. Howeve...
I bought stuff ;_;
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Game Design
Hey guys, more updates on the game. My new pens came in. I promised myself I wasn't gonna buy anything to make this game but I caved and bought some pens, as w...
Starting Out!
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Game Design
Hey all, I'm making a game for the ace jam and wanted to use this place as a space to write down stuff that I'm working on. It's a dev log, but more than that...
Update: more written for Spheres, Elements, and Archons
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Game Design
I'm getting more work done on A Silence in Heaven , having put a respectable number of words into the various Spheres, the Elements they're composed of, and the...
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