The hottest Game design Substack posts right now

And their main takeaways
Category
Top Art & Illustration Topics
lcamtuf’s thing 1836 implied HN points 30 Jan 25
  1. OLED displays are generally better for microcontroller projects than traditional LCDs. They are easier to use and deliver better performance and visuals.
  2. For projects with limited RAM or CPU, smaller OLED displays like the SSD1353 and SSD1333 can be effective. They are simple to set up with basic connections.
  3. Setting up these OLED displays involves a few key commands and configurations, making it manageable even for beginners. Once connected, getting them to display graphics is straightforward.
Rings of Saturn 43 implied HN points 20 Feb 25
  1. A new translation patch for the 1995 game Mobile Suit Gundam has been released, making it easier for players to enjoy the game in English.
  2. There’s a cheat menu in the game that includes useful options like invincibility, stage selection, and movie skipping.
  3. Entering cheat codes in the game can be tricky, but the provided patch simplifies the process and makes it more accessible.
Computer Ads from the Past 256 implied HN points 27 Jan 25
  1. Epyx started as a small game company and became successful by creating original titles and working closely as a team. They really focused on innovative ideas and stayed dedicated to their projects.
  2. The company faced challenges in licensing properties, like trying to secure the Olympic name, but they adapted by creating unique games that avoided conflicts with big players in the industry.
  3. Their games often combined fun gameplay with good graphics and sound, and they focused on making games that were enjoyable for everyone, not just hardcore players.
50 Years of Text Games 1925 implied HN points 13 Nov 24
  1. Procedural text and tabletop roleplaying games can create rich stories by filling in the gaps between generated content. This lets players use their imagination to create unique narratives.
  2. Games like Downcrawl encourage players to generate story elements in real-time during play, making the experience more dynamic and allowing for improvisation.
  3. Solo tabletop roleplaying games, like Downcrawl 2E, are becoming popular as they allow players to explore fictional worlds alone, using tools that help craft richer stories just like in multiplayer games.
The Bottom Feeder 727 implied HN points 01 Nov 24
  1. UFO50 is a unique collection of 50 smaller games, each designed to be completed in just a few hours. This makes it easy to enjoy different game styles without a huge time commitment.
  2. The games in UFO50 showcase clever design ideas that keep gameplay fresh and interesting. Even if one game doesn't appeal to you, you can find multiple others that will.
  3. Making short games like those in UFO50 can be a challenge in the market, but they provide satisfying experiences for players who might not have the time for longer games.
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Contemplations on the Tree of Woe 1787 implied HN points 28 Oct 24
  1. The author has launched a crowdfunding campaign for a new RPG sourcebook filled with over 1,000 magic items. They believe it's important to launch it now while things are still stable.
  2. They encourage people who love Dungeons & Dragons, or want to share it with family, to support the book. The author thinks it could bring back good, classic gaming values.
  3. There's an upcoming livestream where the author will discuss gaming and pop culture, and interact with viewers. It's an opportunity for fans to ask questions and learn more.
Rings of Saturn 43 implied HN points 08 Jan 25
  1. Segagaga, a Sega RPG, has two hidden debug menus that can be accessed using cheat codes or patches. This makes the game more interactive for players who enjoy exploring its features.
  2. The first debug menu allows players to adjust game statistics, view sprites, and test sound and movie clips. It provides a way to experiment with different elements of the game.
  3. The second debug menu lets players access various game functions directly, including scenarios and mini-games. This menu simplifies navigation and enhances the gaming experience.
the shimmering void 116 implied HN points 24 Nov 24
  1. Good design is all about drawing people in. If users don't want to engage with your work, it doesn't matter how good it looks.
  2. The early experience matters a lot. If users struggle at the beginning, they might give up, so make sure to guide them through the initial steps smoothly.
  3. Creating an engaging experience is like making music. It's about balancing challenges with rewards, helping users feel a natural flow as they progress.
RPG Design Theories 491 implied HN points 05 Feb 24
  1. In different game genres, the role of monsters can be completely opposite, so their presentation and mechanics should align with the specific genre.
  2. Game rules and mechanics can clearly communicate the focus of gameplay, such as combat-heavy mechanics for tactical games and more narrative-focused mechanics for story-driven games.
  3. Designing game mechanics involves considering the balance between detailed rules for combat, varying levels of action economy, and the degree of narrative flexibility, depending on the intended gameplay experience.
The Lone Toad - Croaker RPGs Newsletter 179 implied HN points 05 Apr 24
  1. The OSR (Old School Renaissance) can bring interesting mechanics and principles into solo RPG play, such as focusing on rulings over rules and implementing reaction tables and morale checks.
  2. Retainers in solo RPGs, like torchbearers, mercenaries, and hedge wizards, can add depth and assistance to your character as they navigate dangerous scenarios.
  3. Consider trying out OSR solo RPG suggestions like Scarlet Heroes and Black Streams:Solo Heroes for a different gaming experience rooted in classic tabletop rules.
RPG Design Theories 511 implied HN points 30 May 23
  1. Players and characters should be conceptually separated in terms of success and failure.
  2. Game designers can choose between player-first and character-first gameplay styles, each with its own advantages and challenges.
  3. A balance between player-first and character-first elements can create a dynamic and engaging gameplay experience.
The Bottom Feeder 484 implied HN points 20 Feb 24
  1. Steam Next Fest is a good opportunity for indie game developers to showcase their demos, despite the overcrowded market.
  2. Indie game developers often struggle to come up with completely new game ideas, leading to a trend of mixing and matching existing genres.
  3. The video game industry is facing challenges such as burnout, harsh recession period, and layoffs, impacting both developers and players.
Rings of Saturn 29 implied HN points 04 Dec 24
  1. In Elevator Action Returns, you play as a special agent trying to stop terrorists. You use elevators to move around levels, which makes for some fun gameplay.
  2. A new code was discovered for unlocking extra options in the game like game speed and player lives. This adds more variety to how you can play.
  3. There's a hidden debug mode that lets you control the game in unique ways, but it can cause some glitches. A patch has been created to fix these issues and enhance the experience.
RPG Design Theories 334 implied HN points 26 Apr 23
  1. Game mechanics should aim to be believable, easy-to-understand, and fun at the same time.
  2. Mechanics should tie to what's important in the game, determining when dice rolling comes into play.
  3. Consider the impact of player failure on their gameplay experience and find the right balance of randomization in tasks.
Rings of Saturn 14 implied HN points 11 Dec 24
  1. The game Iron Man / X-O Manowar for Saturn has cheat codes that can give players cool powers, like invincibility and unlimited weapons.
  2. There are special sequences you can enter when the game is paused to unlock fun features, like showing the development team photo or making Iron Man tiny.
  3. Players can also access a cheat menu that lets them skip levels and change their character, making the game more exciting.
Things I Think Are Awesome 216 implied HN points 28 Feb 23
  1. Conceptual artist Sol Lewitt's wall drawings are executed by others based on his written prompts, highlighting different interpretations of instructions
  2. Poetry translation can lead to varied interpretations of the same text in different languages
  3. Copyright laws and the concept of dual authorship raise questions about originality and authorship in derived works
eieio games 2 HN points 29 Aug 24
  1. The One Million Checkboxes website let people check or uncheck boxes that affected everyone worldwide. It became super popular, with millions of boxes checked in just a short time.
  2. Users found a creative way to send messages in binary code by checking boxes. This led to an unexpected community forming where they experimented with drawing and animations.
  3. Although some people disliked bots because they cluttered the site, the creator found inspiration in how young developers used them creatively. It was a reminder of the fun and opportunities coding can bring.
The Lone Toad - Croaker RPGs Newsletter 79 implied HN points 28 Apr 23
  1. In 'Queenless', you play as a Bee trying to save the hive by collecting six jars of Royal Jelly from the valley.
  2. The game features interactions with different insects like the helpful Dragonfly and the menacing Praying Mantis.
  3. Gameplay in 'Queenless' involves a unique system using cards and dice to determine success, offering an engaging solo gaming experience.
Things I Think Are Awesome 78 implied HN points 15 Apr 23
  1. The post discusses Segment Anything for creative tasks, social agents in game contexts, and new LLMs in the AI landscape.
  2. The content covers AI art tools, game design elements like agents and NPCs, and updates in the field of NLP.
  3. The author mentions increases in paid subscriptions, interesting topics like AI art copyright, and shares a variety of exciting updates.
The Lone Toad - Croaker RPGs Newsletter 79 implied HN points 03 Apr 23
  1. The Lone Toad Newsletter in April 2023 is dedicated to Stoneburner, an upcoming solo-friendly RPG blending sci-fi and fantasy.
  2. Stoneburner's unique concept involves classic fantasy cultures in a sci-fi setting, making it easy for players to envision the universe without complex explanations.
  3. Designing a solo-friendly game like Stoneburner involves focusing on player-centric mechanics, solid core gameplay loops, and providing tools like oracles and rolling tables for solo play.
A Good Interface 39 implied HN points 19 Jan 24
  1. The writer quit their job, sold belongings, and traveled to create a game and explore, turning this journey into newsletter content.
  2. In 2023, the writer focused on sharing insights on UI/UX design for video games, posting consistently on Substack.
  3. For 2024, the writer plans to continue sharing design insights and personal project updates while aiming for reader interaction and feedback.
Have You Played? 19 implied HN points 20 Jun 23
  1. Cityscapes: Sim Builder is a real-time simulation game where you build a city by placing blueprints for different types of buildings.
  2. The game lacks challenge due to easy money-making opportunities and simplified mechanics like no running costs for buildings.
  3. Cityscapes was initially designed as a free-to-play game monetized by selling in-game currency, but converted to Apple Arcade with a focus on time-based gameplay.
Have You Played? 19 implied HN points 16 May 23
  1. Eye of the Temple is a VR adventure game with innovative movement mechanics, keeping players within a limited physical space while exploring virtually.
  2. The game lacks fun due to limited story and gameplay elements, such as repetitive puzzles and lack of engaging characters.
  3. VR game design challenges include balancing immersion, comfort, and gameplay mechanics to create an enjoyable experience for players.
Load-bearing Tomato 1 implied HN point 04 Jul 24
  1. Understanding how people think can really help in designing better games. When we grasp players' experiences and emotions, we can create features they will understand and enjoy.
  2. A state machine model can show us how players react based on their past experiences and knowledge. This way, we can predict what they'll do in different situations.
  3. It's important to consider different players' backgrounds when designing games. New players and seasoned players might respond very differently to the same game mechanics.
Load-bearing Tomato 0 implied HN points 21 May 24
  1. Creating social games can help different groups of people interact and have fun together. It's great to mix friends from various circles and see them bond.
  2. Keeping game rules simple is key, especially for parties. If it's easy to learn, everyone can join in without feeling lost or confused.
  3. Feedback is important after the event. It helps you understand what worked and what could be better for next time, like having more snacks or being mindful of people's comfort levels.
Homo Ludens 0 implied HN points 03 Mar 24
  1. A well-designed game should be playable immediately without instructions, leading to better engagement.
  2. Teaching composition through game design using iterative processes can greatly enhance student understanding and application of concepts.
  3. Engaging students in creating their own games based on design principles helps them practice essential skills like critical thinking, communication, and revision.
Homo Ludens 0 implied HN points 03 Mar 24
  1. Early editions of Dungeons & Dragons had non-unified core mechanics with different dice. This made the game confusing for some players.
  2. The third and 3.5 editions of Dungeons & Dragons introduced unified core mechanics centered around the d20 die, simplifying gameplay and making it more appealing to new and returning players.
  3. Unified mechanics, now commonly expected in tabletop games, streamline gameplay, remove complicated rules, and make the overall experience more accessible.