Category: UX
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Anti-User Interface

Building a user interface designed to kill my users.
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The Juggling Act

Sometimes, you really only find the spirit of your game through actually building it. In Doorways 9’s case, building out levels has made me realize that I’m not really working on a puzzle game, in the sense I thought I was when I started. I’m making a spite simulator.
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Card Souls: An Essay on Mechanical Flavor

This is not the Dark Souls of card games. But it feels like it.
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This is not a visual novel.

If it walks like a visual novel, and talks like a visual novel… it’s not. I swear.
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Teaching an Eyeball to be Petty
Gameplay scripting is a magical thing – in a haunted house sorta way.
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I’m Sensing a Theme Here.

A short tale of Godot version differences, game UI, and accessibility. Yes, the title is a pun. No, I’m not sorry.
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Roll for Investigation

Some notes on tabletop map design, roleplay vs strategy, and other grid-related things.