//
sign in
Profile
by @danabra.mov
Profile
by @dansshadow.bsky.social
Profile
by @jimpick.com
AviHandle
by @danabra.mov
AviHandle
by @dansshadow.bsky.social
AviHandle
by @katherine.computer
EventsList
by @katherine.computer
ProfileHeader
by @dansshadow.bsky.social
ProfileHeader
by @danabra.mov
ProfileMedia
by @danabra.mov
ProfilePlays
by @danabra.mov
ProfilePosts
by @danabra.mov
ProfilePosts
by @dansshadow.bsky.social
ProfileReplies
by @danabra.mov
Record
by @atsui.org
Skircle
by @danabra.mov
StreamPlacePlaylist
by @katherine.computer
+ new component
Profile
Loading...









Loading...
I'm not ready for bluesky man. Realized today that the guy I was talking to about a thing awhile ago was the creator of said thing. I didn't say anything stupid but still feel silly.
Looking forward to removing a mechanic from my game next time I get to sit down and write 😁
Brilliant middle-of-the-night-wakeup realization I'm going to share without fully unpacking: a games claims about the mechanics present in the game are itself game mechanics. These are very often actual tools you can use as a game designer.
Big examples: Fire Emblem's "True Hit", the card game "Mao", children playing Tic Tac Toe versus adults doing so.