Why I'm building Paw & Sword
What Evil Hunter Tycoon got right, what I want to make bigger, and why watching the battles is the real game.
How the games are designed, balanced, drawn and written. Honest notes from a one-person studio, including the parts that did not work the first time.
What Evil Hunter Tycoon got right, what I want to make bigger, and why watching the battles is the real game.
45 classes, 7 rank looks each, and one rule that keeps every hero recognisable from Normal to Mythic.
Why side-view heroes felt wrong, how five drawn views and some mirroring give eight directions, and the traps in flipping sprites.
Sheets of exactly eight frames, feet on one line, no size pops and an eye-colour check: the boring rules that keep hundreds of animations clean.
Four bot profiles, a simulated month of play in a few minutes, and the problems they found before any human tester did.
Gold was piling up with nothing to buy. Here is how a training feature with an escalating daily price gave it a job without breaking the boss walls.
Some bosses are meant to stop you for a while. The trick is making a loss feel like information, not punishment.
Rarity makes moments. A pity timer keeps the worst case known, and a no-leaving rule keeps the heroes you love.
A translated joke keeps its meaning and loses its punch. Why every REZİL deck is written from scratch in its own language.
Two prompt shapes that work, four kinds of answer that win, and how the expat and office decks are put together.
Why a worst-answer-wins round was cut, how points and Crowd Pick work, and why party rules should fit in one sentence.
Two production lines, one set of tools, privacy-first defaults and one website for everything. Plus a short introduction to Whisker Hollow.
Players, press, publishers and collabs: all welcome.