Articles
Game mechanics

Game study
A perfect combo can still collide in Kinny and the Cosmic Cauldron
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Game study
A safe farm can starve the dragon in Feed the Scorchpot

Game study
Aster Pebble knows one torn note should not stop the story

Design pattern
Automation only feels good after the busywork

Game study
B4D-G3R stopped asking a 150 m/s player to hit a flat target

Game study
Backpack Boy only changes the world where the beam lands

Game study
Big Walk wants your friends to get lost

Game study
Buying gear changes the music you can make in OFFBEAT

Design pattern
Customization feels better when you can see it

Game study
Deep water makes falling tempting in Cairn

Game study
Every artillery shot in IRON NEST has to be earned

Game study
Every broken gadget in ReStory hides a second problem

Game study
False Alarm teaches guards to fall for the same trick twice

Game study
Farming and fighting pay each other's bills in Neverway

Game study
Future Knight's two heroes keep each other alive

Game study
Grave Seasons hides its grid until you need precision

Game study
He Who Watches makes one arrow change which way is down

Game study
HELLBOUND INC puts smaller wins inside one brutal delivery

Game study
How much bad work can Low-Budget Repairs hide?

Game study
In Cult of PiN, the boss eats the balls you saved

Game study
In RECUR, walking is the timeline

Game study
In Snapstop, what stays outside the frame keeps moving

Game study
In Socialiskigrad, the mayor is still an employee

Game study
In The Ledger, the guild master can only make an offer

Game study
LIGHTPUNK's flashlight changes an object's weight

Game study
Moonsigil Atlas spends empty space instead of energy

Game study
NecroGangsters deals body parts in threes

Game study
Nothing attacks until you move in Demon Lord

Game study
PengPong removed the button it thought made bouncing fun

Game study
Planetary Delivery Boys lets the fuel argue back

Design pattern
Randomness gets better when it takes up space

Game study
Rivage asks what happens when a time-loop puzzle stays solved

Game study
Screenbound puts two worlds under one button

Game study
Sovereign Tower remembers what your rewind erased

Game study
THANKS, LIGHT. turns shadows into solid ground

Game study
The Cave Diver needs clumsy hands you can still trust

Game study
The fabric remembers where you cut it in Dressmaker

Game study
The fastest factory in Dawn Apart may be the easiest to destroy

Game study
The Last Connection writes your obituary from what you almost walked past

Game study
The most valuable weapon in Synthaar may fit on a data disk

Game study
The Smelter builds its cooling system out of floor tiles

Design pattern
Two systems, one screen: when split attention becomes the game

Game study
Wax Heads turns a music recommendation into detective work

Game study
Where Giants Rust gave its mountains an inside

Game study
Why HexLands wants you to leave an island with no houses

Design pattern
Why incremental systems keep taking over indie games

Game study
You do the job before you automate it in Clicky Islands

Game study
Your spell can run out of room in Echoes of Mystralia
Visual art

Visual note
Dordogne maps finished watercolor onto rough 3D scenes
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Visual note
Harold Halibut’s handmade sets became a texture-streaming problem

Visual note
Papetura prototyped the puzzle before building the paper set

Visual note
Sable turned visual constraints into reusable art systems
Visual note
Separate composition from style in AI concept art

Visual note
The Midnight Walk built its digital world from clay originals
Game guides

Guide
How Moonsigil Atlas combos use grid space
Read articleMaking notes

Making note
Compare two action timings without overwriting either one
Read articleDev tools

Tool note


