Sorry for the broken link! Old force of habit.
Candystand was taken offline in 2015.
RIP to a real one.
Sorry for the broken link! Old force of habit.
Candystand was taken offline in 2015.
RIP to a real one.
#BiteSizeGameDesign Lesson 160: Whole numbers are easier than decimals to understand.
Put a zero in the ones or tens place for balance flexibility.
Dealing
10 DMG vs 100 HP
feels BETTER than
1 DMG vs 10 HP.
I enjoyed balancing the ticket economy for Candystand.com
#GameDesign #GameDev
PAC-MAN 256 was a neat take on endless play of the classic Pac-Man mechanic.
#BiteSizeGameDesign Lesson 159: Return to normal play between power-ups.
While PAC-MAN 256 had many power-ups, players could only use one at a time.
If one is active, places where power-up options occur are replaced with time extensions to the current power.
#GameDesign #GameDev
A screenshot from The Stanley Parable Demonstration. It has a wall of buttons, inviting the player to choose just one.
#BiteSizeGameDesign Lesson 158: Players donβt know whatβs under the hood.
Games *appear* as infinite possibility machines-but are really just cascading if-then statements.
The Stanley Parable Demonstrationβs narration had the appearance more *could* happen.
#GameDesign #GameDev
In the game 'Press X to be okay' you need to be pushing that x button.
#BiteSizeGameDesign Lesson 157: There is an experience happening above the controller.
I first heard this from Frank Lantz at an NYU event, but itβs the core part of Press X to Be Okay.
The stress isnβt on the screen, itβs in the input.
And the stress is real.
#GameDesign #GameDev
A puzzle from Professor Layton and the Last Specter.
#BiteSizeGameDesign Lesson 156: Itβs OK to have an experience comprised of mini-games.
The βparty gameβ genre is big on this but isnβt the only way.
Professor Layton and the Last Specter ties the experience together with mini-game/puzzles placed in context.
#GameDesign #GameDev
In Harbor Rescue, you collect the buoys and avoid the hurricanes. The only problem? New hurricanes appear where a collected buoy was.
#BiteSizeGameDesign Lesson 155: Have rules for the boundary.
Harbor Rescue had lots of obstacles in play:
πI didnβt want to kill players for hitting the wall.
π§I also didnβt want a βholdβ where they could plan ahead.
πInstead, thereβs a current pushing around the edge.
#GameDesign #GameDev
#BLUD by Exit 73 Studios
- Maintains 120FPS with few occasional dips to 110FPS. Runs perfectly smooth. Gamepad Supported. -
Steam Deck LCD Docked 1440p 120hz
Steam Page π
store.steampowered.com/app/1921480/...
My Curator Page π
store.steampowered.com/curator/4594...
A single grass piece for 100% encounter rate in this Pokemon game.
#BiteSizeGameDesign Lesson 154: Introduce concepts in context.
PokΓ©mon Omega Ruby & Alpha Sapphire Special Demo had a segment on capturing PokΓ©mon. To illustrate only wild PokΓ©mon can be caught, they had ONE segment of grass with 100% encounter rate.
Frugal!
#GameDesign #GameDev
Instructions telling players to be both quick and precise, while trying to introduce flow.
#BiteSizeGameDesign Lesson 153: You canβt force a flow state.
And you *especially* canβt force it on new players by telling them to be quick AND accurate.
Flow is when play happens without thinking; itβs when players are relaxed & familiar with the mechanic.
#GameDesign #GameDev
DROPSHOT in 6 days!
store.steampowered.com/app/3465190/...
Sudoku Deluxe was a well-designed early mobile game where players could leave notes for themselves without committing to completing the puzzle.
#BiteSizeGameDesign Lesson 152: Provide reminders between sessions.
Itβs hard for players to pick up after a long absence.
Pre-written journal updates (like in RDR2) work for this.
Sudoku Deluxe allowed you to note guesses (in the margins) & pick up where you left off.
#GameDesign #GameDev
I played Doggy Caesarean Birth because it sounded like a trainwreck of a title.
#BiteSizeGameDesign Lesson 151: Devote resources to your unique points.
Tired: Regular Simulator
Inspired: Animal Simulator
If you gameβs fantasy is something that players canβt get anywhere else, youβre likely to get eyeballs.
#GameDesign #GameDev
My job as a game designer is to make the hands go UP.
#indiedev #gamedev #winner
a screenshot from "Monster Thurst!" created by high school students in NYC during a game jam.
#BiteSizeGameDesign Lesson 150: Mentor others.
Being a mentor is easier than you think & combats impostor syndrome.
I volunteered to help high school students during a game jam as they made Monster Thurst! - an endless runner about a *very* thirsty monster.
#GameDesign #GameDev
Go out there and wishlist/buy some of these games to support Black Developers
@bvigaming.bsky.social
@aerialknight.com
@shawndoublea.bsky.social
@writnelson.bsky.social
lv1gaming.com/games-to-che...
I cannot express to you what a chokehold "I like shorts! They're comfy and easy to wear!" has on me. I think it or say it several times a year.
(Usually while wearing shorts.)
(Because they're comfy and easy to wear.)
A screenshot from Pokemon Red/Blue saying "Hi! I like shorts! They're comfy and easy to wear!"
#BiteSizeGameDesign Lesson 149: Mind the grind.
Deliver on the core fantasy of your game *every session*.
I played through PokΓ©mon (Blue) in 30-45 minute spurts while commuting to NYC. Every session, I caught or evolved a new species and/or earned a badge.
#GameDesign #GameDev
The Pony Express Google Doodle game
#BiteSizeGameDesign Lesson 148: Checkpoints are tricky to balance.
Too few:
- Punish players by having them re-do lots before the tricky part.
Too many:
- Force players to live with all mistakes.
The Pony Express Google Doodle quickly got back on the horse.
#GameDesign #GameDev
A snippet of the game "The Writer Will Do Something".
#BiteSizeGameDesign Lesson 147: Word choice matters.
Sometimes, words are all you have to convey your idea.
In games, in tweets, in conversation.
Choose βem carefully.
The Writer Will Do Something is a poignant text game about shoehorning in story.
#GameDesign #GameDev
New arcade cabinet!
Letβs make some games!
#gamedev #indiedev #arcade
Iβll be there at the MICA arcade cabinet with a mini-game called βFuture Battlegrounds: Tank Warfare 3Dβ that got cut during the development of #BLUD
tinheartinteractive.itch.io/fantasy-adve...
New Years is for looking forward & back.
Found this clip prepping for MAGFest next week.
Hereβs to the best 2026 can be!
youtu.be/sRY1NG1P_kw?...
βTake Me Homeβ as we drive home.
(Itβs Dad jokes all the way down)
Hey look, Beatdown City Survivors on a list of best demos on Steam!
You can check it out here!
beatdown.city/bdcsrstm
#BiteSizeGameDesign Lesson 146: Expand the options of self expression.
Sure, some players aim to give the βbestβ choice (for the most points) but many play to make the experience their own.
Romance Central--a Dance Central April fools gag--had many varied choices.
#GameDesign #GameDev
Roll up the world with Katamari Damacy!
#BiteSizeGameDesign Lesson 145: Donβt limit yourself to βrealism".
No one can double jump.
Make choices in line with design goals;
donβt be beholden to what works IRL.
Katamari Damacy delightfully toys with the environment not taking anything too seriously.
#GameDesign #GameDev
Peggle 2 (as the whole series did) did a great job of showcasing the near misses.
#BiteSizeGameDesign Lesson 144: Move the camera to focus on action.
Pan.
Screen shake.
Zoom.
The camera is the playerβs view on the world; use it to show them the exciting things. Itβs where theyβre looking anyhow. Peggle 2 focuses nicely on that last peg.
#GameDesign #GameDev