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Articles, design diaries, and engineering write-ups from the LogiNestForge team.

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Showing 6 of 11 posts
Little Gary GamesStudio Notes

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

Little Gary GamesDevlog

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

Little Gary GamesDesign Notes

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

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

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