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Articles, design diaries, and engineering write-ups from the LogiNestForge team.
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Showing 3 of 6 posts
Little Gary GamesDesign Notes
The Difficulty Curve Is a Conversation, Not a Wall
Good game difficulty is a conversation, not a wall. We explore the flow channel, the line between hard and unfair, and why difficulty options aren’t dumbing down.
24 Jun 2026
Little Gary GamesCraft Notes
Why a Jump Should Feel Good Before It Looks Good
Game feel is the invisible craft that makes controls satisfying. We break down what goes into a great jump — coyote time, buffering, juice — and why it matters.
10 Jun 2026
Little Gary GamesDesign Notes
Why We Prototype Ugly and Fast
Why we test whether a game idea is fun using ugly, throwaway prototypes — and how rapid prototyping saves a small studio months of building the wrong thing.
4 Jun 2026
