
Games as Promises
How to design games that sell in three (very hard) steps.
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How to design games that sell in three (very hard) steps.

How do you design a compelling resource loop? Here's how I did in Drop Duchy

What happened in the year since we've revealed our first project? A lot.

My first game Drop Duchy is now announced, let me tell you how I got there.

What's the difference between "system" and "systemic", and how to create solid systemic experiences.

The disappointment lies less in the game itself and more in the industry as a whole

Five design takeaways from a suprising hit game

When the intro misses the mark & what we can learn from it

Setting goals is important, but there are three situations where you should consider dropping them.

When the ubiquitous development advice doesn't work, and what to do instead