Kongai is a turn-based double-blind card battler created by David Sirlin. In this post, I address my perceived faults with it and present an improved redesign. Read more [...]
As a card game designer, it's my duty to stay up to date on other card games and to bring some of their funnest mechanics into Zems. Here, I discuss some of these mechanics and how we might adapt them into our own game. Read more [...]
After several years, I've realized there are three kinds of games in my Steam library:
Games I started but never finished.
Games I finished, possibly more than once.
Games I own, but haven't started yet.
As a game designer, this intrigues me. I think I know why some games fall into the latter while others stay on the first point. Read more [...]
With June over, I am writing this post to say my 1GAM experiment was a failure. There are many reasons why, but I also believe the 1GAM concept is only effective for certain game types and likely not the kind of games I prefer to invest my time in. Read more [...]
I recently had a conversation with someone about why I am in the games industry. I shared a personal story of mine and how I believe games can change society by fundamentally enhancing the way we approach education. In this post, I will share that same story and the vision driving what I do. Read more [...]
Recently I heard about the One Game A Month challenge and decided to try it. This post defines the goals of my 2D space shooter, which I call Project Icarus. Read more [...]
How do you balance turn-based gameplay with ground-targeted spells when you have a beautiful world worth showing in a non-top-down view? Read more [...]
Our ludum dare 32 entry, Weathermage, was the rockiest submission I've ever done. It was incredibly ambitious, aiming to combine the gameplay of Divinity: Original Sin, one of my favorite turn-based RPGs, with a vast world inspired by The Elder Scrolls V: Skyrim. In short, we succeeded in this goal, but the journey was rocky and the final implementation clunky. Read more [...]
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