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“Post-Balance” Cogmind Item Expansion

Grid Sage Games

Beta 11 was a huge milestone in Cogmind development, having completed a comprehensive review of all items and their stats and mechanics in order to rebalance where necessary, a process I wrote about in detail last year. As part of this drive, for months I’ve been creating over 100 new items, most of them including new mechanics.

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A dramatic design shift for Spellstorm

Keith Burgun

For month after month, I tried fixing them with different supporting mechanisms, different ways that cards were obtained, different ways damage was dealt, and a lot more, but nothing really fixed the fundamental problem. Once I realized that we were going to have to ditch the core mechanism, that kind of meant something like starting over.

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Creating Hard Choices in Board Games (Tasty Humans Pt. 4)

Brand Game Development

Particularly when hard choices come from simple mechanics. I knew I needed a mechanic that gave players a choice of one adventurer from several options. When selecting a game mechanic, it is the most familiar solution. This was a warning that I might be taking the path of least resistance when picking a mechanic.

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Zugzwang as a pole dance upward unto heaven

Radiator Blog

A broughlike is a variation on a roguelike named after designer Michael Brough , who has spoken before on his design patterns like square tiles, orthogonal movement, turn parity, glitching, limited info, simple maze designs, minimal resources. L loss or often worse, since cops can exploit the same chain reaction mechanic as the player.

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