Blog
From the forge
Articles, design diaries, and engineering write-ups from the LogiNestForge team.
Small Team, Big Constraints: How Limits Make Better Games
Why creative constraints make better games. A small studio’s case for tight scope, the one-feature rule, and how limits force focus that big budgets often lose.
22 Jul 2026
Designing the first turn-based combat prototype for Tactics of the Fractured Eternity
Devlog from Little Gary Games: how we built the first prototype of turn-based combat for our tactical RPG Tactics of the Fractured Eternity.
15 Jul 2026
Teaching Without a Tutorial: How Good Games Explain Themselves
The best game tutorials are invisible. We look at how level design teaches players to play, the introduce-test-combine-twist pattern, and when text prompts are fine.
8 Jul 2026
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
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
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
