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While I'm still extremely new to designing games, the thing that I find important is that the principles and moves are evocative and help the GM with keeping the game on track within whatever fiction the game is meant to go for. I was working a bit on my own game that had a very anime, specifically soul eater vibe, with a dash of Steven Universe and I'm still pretty proud of "Hint at future fights, and future friends" as a move, since I think it just really straightforward to read for the GM but also really just tells them, what the game is going to be about!