Notes on making small games and finishing them.

Core loops, honest randomness, scope, playtests, protecting your game's name and readable pixel art. Six entries, no hype.

Design

Core Loops and Mechanics: Finding the Thing Players Repeat

Every game that holds attention has a small cycle of actions at its centre. Finding that cycle early is the cheapest design decision you will make.

Design

Designing With Randomness: Fair, Legible and Honest Chance

Dice rolls, card draws and loot tables can make a game endlessly replayable or quietly infuriating. The difference lies in how the chance is presented.

Production

Scoping a Small Game So That It Actually Ships

Most unfinished games were not too hard to make; they were too big. Scope is a design skill, and it can be practised like any other.

Production

Playtesting on a Budget: Watching Without Explaining

You cannot see your own game with fresh eyes, and you do not need a lab to borrow someone else's. Five quiet observers will teach you more than a month of guessing.

Publishing

Impersonation and Lookalike Pages: Protecting a Small Game and Its Players

Once a game has a name, somebody can borrow it. Fake download pages and copied store listings hurt players first and your reputation second.

Art

Pixel Art Readability: Making Small Sprites Easy to Read

Low resolution is not a shortcut. With so few pixels each one carries meaning, and clarity matters more than detail.