🕹️ I just found out that Rock Paper Shotgun wrote a review of one of my games (Marshmallow Nights).

This is the first review I’ve ever gotten from a website!

  • Me: (hugs wife) I love you
  • Wife: Your shirt smells like spit up

🕹️ I impusively signed up for a game jam

It was probably not the best idea. I have a newborn, and I’m helping the studio I work at launch its first game in the next couple of months… so time isn’t something I have a lot of.

Anyways: I decided to make a card game for the Godot Wild Jam. The theme is “Train”

  • I established the data structure for shuffling and dealing out the deck of cards
  • Picked the color palette for the game
  • Got a basic visual representation of cards to show up on the screen

The Concept: You’re a personal trainer for trains.

  • Your goal is to help them get fit by helping them shed their extra cargo
  • You’ll play cards and powerups to help them lose the right amount of cargo

Next up: I gotta work on the functionality for allowing the player to play cards.

🕹️ Clarify your game design with "If-Then" thinking

Why it matters: Gameplay becomes stronger when you talk about it the same way players talk about it.

  • If you drink the potion, then you heal” (Every game ever)
  • If you rest at a bonfire, then it unlocks a checkpoint” (Dark Souls)
  • If you throw your axe, then you can press triangle to recall it” (God of War)

Pro tip: “If You” is one of the best ways to start a gameplay concept:

  • If” implies choices and possibility
  • You” puts the player at the center of the design

This method serves as a way to check how intuitive the concept is. If it’s confusing as a sentence, it will be confusing as gameplay.

Yes, but: Add a “but” at the end of the statement to introduce a twist to the concept. The Dark Souls example becomes, “If you rest at a bonfire, then it unlocks a checkpoint… But, it also respawns all the enemies in the area.”

Bottom line: Good game design starts with clear and easy-to-understand concepts.

I started working on a roguelike for the Playdate 🕹️

  • I’ve always loved fantasy consoles and the constraints that come along with designing games for them

I like that there are no rate limits on the indie web 😊

🕹️ Game Design Tip: “If the player doesn’t see it, it may not exist.”

Why it matters: If you have something in your game that the player can’t perceive, those areas may not benefit your design.

Learn more: Ep. #236 of the Game Design Round Table with designer Tanya X. Short of Kitfox Games

✨ My first Father’s Day gift.

“Air Jordan 1 Retro OG Spider-Man Across the Spider-Verse”