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"

Read More

The Default Number of Players is One

I did a Twitter poll recently: What would you say is the default/ideal number of players for strategy games? — Keith Burgun (@keithburgun) May 17, 2016 Most people (almost half!) voted that there “is no default/ideal”. That probably sounds like a safe, reasonable choice, but it’s really a pretty bold claim to say that there … Continue reading "The Default Number of Players is One"

Read More

Auro’s out on iOS! (Finally!)

The game I’ve been designing for four years now, Auro, is finally out on iOS! Grab it here. Also, just a reminder, it’s also out on Android. Because of the release, the article writing / 3MGD is a bit delayed. But don’t worry, I have two articles and one 3MGD episode in the pipeline.

Read More