
Hero Design in The Bazaar: Speaking to Player Motivations
The Bazaar’s first three heroes do a great job of providing fundamentally distinct experiences, and covering a basic range of player motivations.

The Bazaar: Bad Metagame Design
The Bazaar looks promising, but its reward structures and metagame design are shockingly hostile to new players.




Excellence in Design - Passing in Eclipse
Passing mechanics are typically functional, but uninteresting—players continue taking turns (and spending resources) until each has passed and the next round begins. Designer Touko Tahkokallio has gone the extra mile to turn passing in Eclipse into an important, interactive, and rewarding aspect of the game.

MM&D - FreePlay Update
A project update on Me, Myself & Die, a respawn-based puzzle game built in fourteen weeks.


MM&D - Then & Now
A project update on Me, Myself & Die, a respawn-based puzzle game built in fourteen weeks.
Sheer - Continuance
A project update on Sheer, a non-Euclidean puzzle game built in five weeks.