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buddyfrost.bsky.social
Game designer at Frost Flame Games. (he/any)
71 posts 88 followers 119 following
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Does anyone else get excited when they get new dev tools from the team?

The problem with trying to design procedural games is that you often stare down the maw of infinity

Pavé has landed. Time to get some boardgames into homes.

Bad match three idea: A screen full of mindrot videos such as slime mushing, subway surfers etc. Get three of a kind and they mercifully disappear.

Sometimes card games have a "zero sum of fun" problem than can be difficult to overcome

My favourite wincon in TCGs when playing is making people concede in despair even though I know it is bad for that to exist in games. The game designer in me really fights the part of me that is a little shit.

What is the most arcane dev tool experience you have had? For me I am currently building decks of cards by dialing in parts of them by referencing alphanumeric entity IDs.

What is the best song off Rumors and why is it Dreams?

Something something card game design, something something hard.

Game design is thinking really hard about something then finding out how wrong you are in reality.

Bad Match Three Game Idea: Gems. Gems never change. Scour the post apocalyptic waste lands for three matching gems to score points.

One part of card game design I can't replicate is having broken cards in your history that you constantly reference in newer "fixed" versions.

Card game players from one game reviewing cards from another game might just be my favourite form of content.

Bad Match Three Game Idea: Fuck it, the gems themselves are micro-transactions. $5 a gem.

Currently fighting the 1000 unique bowls of porridge problem of procedural game design.

Turns out the downside of trying to make your digital card game have lots of meaningful choices is that it makes programming a computer opponent a nightmare.

Card game rule writing often has to be as precise as programing languages. So anyway my engineers basically made me a programming language for designing mechanics in the database.

One of the reasons MTG can be confusing is that they keep overhauling the rules and wordings to make it less confusing.

I wonder if the thing that made us able to sit and fish all day for survival is the thing that makes us like gambling. This is still a post about card game design.

Bad Match Three Game Idea: Recursion When you click a gem you must play a standard match three game inside it. When you complete that game, it resolves into a coloured gem depending on how you did. Then match three of those.

I feel like current card game design is about making you feel like you are doing broken things. And while that might seem exciting, I think it is daunting for new players to have to teach them a how to play a new game, then teach them that actually that isn't how you will be playing it at all.

Bad Match Three Game Idea: Get three fascists in a line and they disappear. If only.

How much "this is actually awful" is acceptable in a game and why do card games that people spend a lot of money on get away with the most of it?