Game design thoughts, development updates, and stories from behind the games.
I build doubt into my games on purpose, because a game you've already solved three turns early isn't being played anymore.
Read PostThe phone can kill your app mid-move without warning. If that costs the player their progress, they're not coming back.
Read PostSelf-buff cards are quiet. The ones that reach across the table and mess with an opponent are the moments people retell later.
Read PostIf players are checking their phones while it's someone else's turn, the problem isn't the player. It's the design.
Read PostStudios are making trailers that are better than ever. The games they're selling don't always agree.
Read PostCranking enemy HP isn't difficulty design. The best hard modes ask a different question, not a harder math problem.
Read PostI know every hidden flag and every archetype matchup in DoomsDay. If that knowledge is still enough to beat you, I haven't finished my job.
Read PostOne simple test reveals whether a mobile game was actually built for the pocket or just ported into it.
Read PostTurn order is one of the most powerful resources in a card game, so why do most designers hand it out for free?
Read PostWhen a player falls out of contention but still gets to decide who wins, your competitive game has become a popularity contest.
Read PostA decade of clones later, players are getting good at spotting a rogue-like that copied the frame but skipped the soul.
Read PostThe shape of your skill tree is making promises to the player. Are you keeping them?
Read PostExplores how group dynamics change with different player counts in tabletop gaming.
Read PostExamines the impact of card hand size on gameplay mechanics and player strategy.
Read PostPresents the original SvZ concept: survival, strategy, and what makes it tick.
Read PostDiscusses idle game mechanics and progression systems in mobile gaming.
Read PostAnalyzes how action constraints create strategic depth in board game design.
Read PostExplores decision-making in card games involving drawing mechanics and risk assessment.
Read PostThe introductory post, welcoming readers to the Playable Ideas newsletter and what to expect.
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