“Decisions”, XCom’s “creeping problem”, and paper prototyping

Hi! Welcome to episode 53 of the Clockwork Game Design Podcast! This is the second of “season 2” of the podcast – it’s another hour plus episode chock full of cool features. First we talk about the whole “a series of interesting decisions” concept, which Sid Meier is well known for(here‘s his GDC 2012 talk […]

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Patreon Update!

My Patrons have been such an incredible help to me over the past three years. Without them, I really don’t know that I’d have been able to continue doing what I’m doing. As I’ve written about recently, Escape the Omnochronom! was a fraught development experience, and an experimental design which, so far at least, hasn’t

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