Pokemon Go Stories #7 x10,000 and TheLoiterer

Welcome back to Pokemon Go Stories! In this series, I tell the travel stories, musings on mechanics and inside jokes behind the Pokemon I keep around. This time we’ve got a few references, but cool pokemon none the less!

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Words in the Sky Devblog 01: Inception

Words in the Sky is one of my current work-in-progress game projects. It’s an auction style word game where players take on the role of competing astronomy labs racing to explore the galaxy. On their turn, players will spell words using the letters in the constellations present during that season for prestige and expertise. At the end of the year, the most prestigious lab will be recognized at the international astronomy convention.

I’ve been working on Words in the Sky for a couple of months now, and now that I’m fairly sure I want to keep going with it, I felt like this was a good point to start talking about its design. So let’s jump right in!

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Review: Idle Champions of the Forgotten Realms

Find the game on Steam here.

The core innovation in Idle Champions of the Forgotten Realms is the party composition system. Many of the heroes have abilities that improve the damage of allies or themselves based on the formation they are marching in the party. Further, as the heroes progress, they can choose new abilities to acquire, often with mutually exclusive conditions for their benefits. This changes the core gameplay of the game from passively acquiring progress to managing a party in order to optimize the rate of progress, which helps immensely with getting more entertainment mileage out of  a smaller number of mechanics.

It’s also worth noting that separating the progression into campaigns allows for resets that add different constraints such as formations or level goals to keep that aspect of the game novel as well. As more heroes are added through events and updates, the game is poised to become more interesting as experimenting for better party compositions for each type of formation gains more potential options.

September 2017 Blog Update

Hey all, I’ve been doing some updates around here! Most of it is under the hood, but I’ve also been making efforts to improve the writing in my portfolio. Check it out here! I’ve also been setting up a glossary of game design terms I’m going to be using in my posts.

Thanks for reading and feel free to let me know if there’s something in particular you’d like to read about in the future!

Pokemon Go Stories #3? FossilKnight & Sonoma

Welcome back to Pokemon Go Stories! In this series, I tell the travel stories, musings on mechanics and inside jokes behind the Pokemon I keep around.

This week’s an interesting one. Apparently I had written Pokémon Go Stories #3 in June, but it seems to have gone missing now. So, now with some bonus material (due to the two stories per post format), here’s the stories of FossilKnight and Sonoma!
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Game Design Misconception 3: Planning Stifles Improv

Welcome back to my series on game design misconceptions! Today’s topic is the idea that if one plans too much it can get in the way of being spontaneous and in the moment.

I started noticing this misconception a handful of months ago when I started acting as Game Master (here forth contracted GM’ing) in Dungeons & Dragon (5th Edition). It’s been pretty exciting (especially as a new way to put game design skills to work in a very immediate sense), but whenever I start up a conversation with an experienced player about GM’ing I always get this advice:

Don’t overplan.

and it always struck me as a little strange.

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