Small scope, real game: ten mechanics you can ship this weekend
Ten one-verb games that are genuinely finishable in two days, what makes each one interesting, and the specific part of each that will take longer than you think.
Read itWhat we learn from watching a few thousand browser games go up and either work or not. Design, scope, launch mechanics, and the occasional list of things to build this weekend.
Ten one-verb games that are genuinely finishable in two days, what makes each one interesting, and the specific part of each that will take longer than you think.
Read itPatterns from every launch on this site so far: when the votes actually arrive, why quiet days beat busy ones more often than people expect, and the one lever that costs nothing.
Completion is a design outcome, not a player virtue. What the games with the highest finish rates on this site have in common, and why length is not the variable.
The browser is the most hostile venue a game can launch into. The games that survive it all do the same four things, and none of them are about graphics.
Longer, more practical, less opinionated.