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KEITH BURGUN GAMES
  • GAMES
    • Scary World
    • SPELLSTORM
    • GEM WIZARDS TACTICS
    • DRAGON BRIDGE
    • AURO
    • ALL GAMES
  • ABOUT
  • PODCAST
  • MUSIC
  • BOOK
  • MAILING LIST
  • PATREON
  • LINKS
    • DISCORD
    • TWITCH
    • TWITTER
    • INSTAGRAM
    • FACEBOOK
    • MERCH

Escape the Omnochronom! Version 0.9 Patch Notes

October 28, 2018 / Patch Notes / Leave a Comment

Hey all! This patch represents another massive step for the game, in that we’ve gotten rid of a lot of the vestigial stuff from when ETO (Formerly Push the Lane) was going to be a free to play game. The primary system that really was vestigial and under-developed was the cards system. I think it’s […]

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Playing videogames: a rambling essay about hating what you love

October 24, 2018 / News / Leave a Comment

How does anyone find the time to play videogames? I’ve had a hard time getting around to playing videogames recently, and this has led me on a path towards understanding why that might be. It’s not just that I don’t have time; the truth is, if I really wanted to play some videogames every night,

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Escape the Omnochronom! Version 0.8 Patch Notes

September 29, 2018 / Patch Notes / Leave a Comment

This is a balance patch, mostly, although a bit of “cleanup”. In general I’ve been in meat-cleaver mode with this game, hacking huge pieces away at it and trying to make it work. I think each version should be becoming significantly more playable. This, I think, should be far and away the most playable version

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Escape the Omnochronom! Version 0.7 Patch Notes

September 20, 2018 / Patch Notes / Leave a Comment

This is a big one! Two main goals with this patch: balance and clarity. For a long time, there have been a few things about this game that no one really understood but me. Some stuff was just too disconnected and weird. There actually was a cool system for how Guardians spawned and how the

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CGD LIVE! Everything wrong with a 2012 Gamasutra article of mine

September 18, 2018 / News / Leave a Comment

It’s really scary looking at old stuff you wrote years ago, and for good reason! In this FIRST EVER LIVE EPISODE of the Clockwork Game Design Podcast, I went line by line through an old Gamasutra article of mine. And here it is in VIDEO FORM! I highly recommend not reading this old article, but

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Rounded and Pointed Game Design

September 13, 2018 / News / Leave a Comment

Auro is “pointed” game design. It is probably somewhere between 10 and 50 people’s favorite game of all time. This is because Auro does one thing, and one thing only, and it does it extremely well. If you like pure, turn based, low-randomness tactics, I do think you can’t do that much better than to

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