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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

Clockwork Game Design Podcast – The Final Fantasy Episode

October 19, 2022 / Podcast / Leave a Comment

Hi all! It’s been awhile since the last episode. This year I got married and went on my honeymoon, so things have been kind of crazy. But now, they’re sort of going back to normal. Over the last six months, I guess partially because I was doing a bit of traveling, but also partially because […]

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First look at SPELLSTORM!

September 6, 2022 / News, Spellstorm / Leave a Comment

Hey y’all! I’ve been working extremely hard this year on Spellstorm (among other projects) – so much so that I sort of forgot to write something about it here on my blog, I’ve realized! I did write this piece over at its BoardGameGeek page, so do check that out to begin with, if you haven’t

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The three most important qualities in an RPG

July 29, 2022 / Game Design / Leave a Comment

I tend to think that “genres” in videogames are believed in, or thought to be real in a way that is massively over-stated. Games can manifest in a billion different ways that are still yet untried, and the genres that we know – things like FPS, Roguelite, RPG, etc – are really best thought of

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Strategy Can Be Fun on our own DRAGON BRIDGE

July 2, 2022 / Dragon Bridge, Podcast / Leave a Comment

Today Brett Lowey and I discuss DRAGON BRIDGE, my two player bumping card game. It’s a weird game for me, in a bunch of ways. For one thing, it was my first published tabletop game. But also, I produced it in a ridiculously short amount of time. That makes it even more… strange and interesting,

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Gem Wizards Tactics Post-Mortem

June 20, 2022 / Gem Wizards, Gem Wizards Tactics / Leave a Comment

I can’t believe it’s been 16 months since I originally launched Gem Wizards Tactics already. I mean, part of why I can’t believe that is that for almost a full year after the launch, I was furiously updating the game: two new factions, a new game mode (arguably two), a map editor, tons and tons

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Giving up on the “1P Strategy Game”

June 18, 2022 / Game Design, Gem Wizards, News / Leave a Comment

I’ve long had this vision of the “1P (one player) digital strategy game”: a system that you can play over and over again, that has a match structure with a win/loss outcome, that has interesting decisions, that has a ranking system more comparable to an online matchmaking or Elo than a typical “Easy/Medium/Hard” style difficulty

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