Designing Strategy: Rushdown, Economy, and Defense

Hey everyone! Today I have a good-old-fashioned formalist-ish game design article. It’s been a little while since I’ve really done one of those, unless it was attached to Push the Lane. This article is also a little bit different than a lot of my other work because I usually talk about rulesets: what the actual … Continue reading "Designing Strategy: Rushdown, Economy, and Defense"

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Push the Lane: Loot in a Strategy Game?

Since Push the Lane entered this latest phase back in mid-2017 (basically after the failed Kickstarter version, which was much more puzzle-game-like), it has become much more videogamey. By that, I mean, it has focused a lot more on fighting, monsters, items, special abilities, moving around a big map and such. I have been thinking … Continue reading "Push the Lane: Loot in a Strategy Game?"

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Single Player Competition: Strategy Games You Can Live In (my Indiecade ’17 Talk)

Hi everyone! As you may know, I did a talk at Indiecade ’17 last month. It went really well, so I thought I’d piece together a lot of that talk into a podcast episode to share with you guys. It’s about the special problem of avoiding toxicity, violence, and hostile feelings in strategy games, and … Continue reading "Single Player Competition: Strategy Games You Can Live In (my Indiecade ’17 Talk)"

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