Keith Burgun

Game designer, author

Skill Compensation, Randomness, and the lifespan of games with Brett Lowey

Hello again! This here is probably the most nitty gritty strategy game design podcast episode I’ve had on the show yet, which is made possible because I have a shared language and understanding with today’s guest. This guest, by the way, is none other than Brett Lowey, who has been on the podcast several times …

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Campaign Mode, and the Gem Wizards Tactics 1-Month Anniversary

EDIT: We’ve made a significant change to the Caravan on 3/18, before it was actually launched – you now no longer permanently lose units during the campaign. Read all about the changes that went into version 1.20 here.   Today marks the 1-month anniversary* of the launch of Gem Wizards Tactics! It has been QUITE …

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Interview with Jaron Kong, creator of Quantum Protocol

Quantum Protocol

If you listened to my last episode all the way to the end, you might’ve heard Justin Ma mention a game that he’s been playing recently that he thought was cool. That game, which he recommended and I ended up playing, was Quantum Protocol. Quantum Protocol is a one-player digital card game that isn’t a …

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How to add strategy to your tactics game

I’ve been doing a lot of thinking over the last few years about short arcs and long arcs in strategy game design. “Short arcs” would be referring to local, short term operations – so in a tactical game, this might mean “defeating THIS unit” or “making sure that unit doesn’t reach this area”, etc. Longer …

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Gem Wizards Tactics Introduces “Derby’s Story”!

I’m super excited to announce that today, as of the latest patch (1.10) that Gem Wizards Tactics has a new mode: Derby’s Story. Since launch about two weeks ago, one of the common things I heard was something along these lines: “The tutorial is really easy and simple, but then the game throws you into …

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