Hello, I'm Cozy Curiosity. I have a deep love for cozy games, so I've decided to throw my hat in the ring and start learning video game development. My primary goal right now is to grow my skills across the different areas of game development. #Mastodon #NewToMastodon #MastodonGaming #Fediverse #FediverseGaming #GameDev #IndieGameDev #VideoGameDevelopment #GameDeveloper #IndieGames #GameDesign #GameCreators #GameDevLife #GameDevelopment #IndieDeveloper #GamingContent #GameDevJourney #GameMaking

A game's atmosphere is heavily influenced by the developers design space.

When I made Spectrum Break, that was my chilling out time, in the zone, like in a trance.

Whether intentionally or not, that atmosphere made its way to the game and comes across when you play it.

You can't know a designer by their work, but the vibe they are in while in their design space can be seen in their games.

It's why so many AAA's feel soulless, just like a grunt employee feels.

#gamedev #games #gamedesign

I am incredibly impressed with the #gameDesign of the #TTRPG #realis , currently being crowdfunded - https://www.kickstarter.com/projects/crum/realis

It's a diceless game where characters are built with Sentences which become more powerful as they get more specific. The character growth is substractive, not additive. It tell stories of maturing and growing old, too specialized.

https://www.youtube.com/watch?v=zXglrfAk4fU is a great essay on that.

It feels like #poetry , not just a #game

#games #writing #story #rpg

Realis

A new tabletop roleplaying game by Austin Walker

Kickstarter

After 3 years of development and a free game, people still can't see past the placeholder art.

If you can't look at the gameplay because the initial visuals don't 'fit' your taste, I'm redesigning it myself. I’m stripping it down so there are no more excuses to ignore the mechanics.

#Gamedev #IndieDev #PixelArt #MastoArt #CreativeToots #DevLog #SoloDev #IndieGame #DigitalArt #GameDesign #Aseprite

Professional failure

Professionals fail all the time — in roleplaying games, in elite athletics, in special operations, in life.

The idea that they shouldn’t miss in a game is built on a foundation of water, not even sand.

There are still some valid reasons that one wouldn’t roll to hit, but they have nothing to do with professionalism.

Matt Colville on Mastering Dungeons

https://youtu.be/6-dUeIQHRYs?si=VNRmG7q2hCld4Ghk&t=1490

In a recent edition of Mastering Dungeons Matt Colville talked extensively about the business of RPGs. It’s a wonderful listen.

Something stood out to me though.

“You’re professionals; you shouldn’t roll to hit.”

Now, the idea of not rolling to hit is part of Colville’s quite intentional design. I’m certain he’s said it before and will say it again. There are reasons in games to not roll to hit.

They have nothing to do with the character being a professional.

Let’s break down the idea of professionals not needing to roll to hit.

Elite Failure

Elites fail regularly. They fail when contested. They fail when on their own. Failure at elite levels may not be as common as for us normal people, but it happens.

This is true for the real, actual elites, not those mere professionals. My personal history is blessed to experience a few elites in fashions that many do not.

Special operations

Assigned to 5th Special Forces as a peacetime soldier my Army days were defined by the Quiet Professionals — the Green Berets. Working alongside these masters in warfare I saw failure every single day.

On the range those trained to be snipers, an uncontested contest in gaming terms, missed. There are reasons for each miss, but missing happened.

When soldiers, even in highly trained units such as the Special Forces, go to war they miss even more. The human brain does not like to kill things, plus there is chaos all around you. Errors happen. They always will.

Elite failure isn’t limited to elite warfare.

High-level sports

Leaving 5th Group I decided I wanted nothing to do with my high school dreams or hard journalism. I turned to sports. During that era I worked as a producer for the Sonics broadcasting network, baseball’s best postgame show, as an on-air analyst for soccer and founded Sounder at Heart.

At the field and court level I’ve watched Ichiro, Ken Griffey Jr., Gary Payton, Michael Jordan, Megan Rapinoe, Kasey Keller and many others.

The list of these Hall of Fame talents failing would be immense.

But let’s use hard numbers.

Ichiro is the best contact hitter of the modern era. The ten-time All Star and MVP had a batting average on balls in play forty points higher than his contemporaries, but it was still only .338.

Jordan’s shooting percentage was just under 50%.

Now, both of those are contests. What about the best athletes when uncontested? Steph Curry makes only 91% of his free throws.

It doesn’t matter which sport we consider. Kasey Keller stops 74% of shots he faces. Megan Rapinoe put ~40% of her shots on frame, and scored even fewer of those.

Failure among the elite is regular and normal. They roll to hit and fail.

Business

Pick your favorite business leader and their success rate is higher than average, but whether its Howard Schultz launching a magazine, or Steve Jobs launching NeXT, or Warren Buffet investing in a shoe company, they fail too.

Gaming reasons to not roll to hit

So professionals do miss. Elites miss.

Are there good reasons to not roll to hit? Yes, absolutely, as part of intentional design choices for a style of play that has nothing to do with professionalism of the character

Hit points vs meat points

The long standing D&D debate about hit points being more than meat points can be ignored here. Games developing to-hit rolling or direct-to-damage techniques do not need to burden them with Gygax’s decisions.

Direct-to-damage rolling is excellent when hit points are, as in D&D, a symbol of morale, luck, fortitude, energy and more than merely meat. Since every attempt to physically damage an opponent wears away at those elements you don’t necessarily need to roll to hit. Missing still costs luck, energy, mental health and morale.

The meat of the opponent can be damaged eventually, even without rolling to hit.

Speed of play

Colville did this in MCDM monster design for his 5e books — minions and the like can be hit easily. And then eliminated easily. This speeds up the action at the table and mimics narratives from movies, TV, video games within role playing games. Slicing and dicing through waves of small threats feels great. Having that take only a few moments rather than many minutes is good.

Additionally in games like Draw Steel, with extensive tactical choices being a goal, eliminating a set of rolling helps speed gameplay up. This is a wise and intentional design choice that amplifies the other intent of bundling morale with meat.

This supports the designer’s desires for their game — and need not be connected to reality or even lore.

A wrong justification, with the right idea

Professionalism in the real-world elite activities includes failure. Even the arts that inspire our gaming include failure. Black Widow misses. Skywalkers miss. Robin Hood misses.

Designers should embrace failure when missing, because Ichiro, Rapinoe, every special forces soldier, every business leader, every legendary hero misses.

And when they do design away the miss they should do so with intent that supports their game, no matter what reality and lore suggest. Just as Colville’s done in Draw Steel.

#DnD #DungeonsAndDragons #fantasy #gameDesign #gaming #masteringDungeons #RolePlaying #RPG #TTRPG

If you haven't seen #whyWeFight #TTRPG , Cozy RPG Reviews made a video about it - https://www.youtube.com/watch?v=s5N-dnwWC1k

I still have my qualms about violence in #solarpunk games, but it's worth noting.

#gameDesign

Why We Fight | A TTRPG Review

YouTube

Invincible VS Art Director Talks Creating the Game’s Visual Style, Toughest Fighter to Design, and Working With the Series Creators

https://gameinformer.com/exclusive-interview/2026/04/03/invincible-vs-art-director-talks-creating-the-games-visual-style

#fgc #gamedev #gamedesign #videogames #pcgaming #gaming

Invincible VS Art Director Talks Creating The Game's Visual Style, Toughest Fighter To Design, And Working With The Series Creators

Art director Dan Eder chats about the choices what went into bringing the fighting game's visual presentation to life.

Game Informer

We’re working on a big new feature!

We’re building a procedural map generator, and here’s a look at our first version. What do you all think about it?

#gamedev #indiegame #indiedev #coopgames #coopgaming #gamedesign #indiegamedev #multiplayergames

Thinking a lot more about this.

I think the reason I focused so much on characters working hard is because, as a player, your resources come from their hard work. So watching them slack off is actively annoying.

You become an awful middle manager: "If you've got time to lean, you've got time to clean!"

But the story of human life should not simply be how well they can serve industry.

Let's explore some #GameDesign alternatives-