@StoneBladeEnt

🏆 Creators of SolForge Fusion, Ascension Deck Building Game, Shards of Infinity, & more! Join the fun, explore our games, and sign up to our newsletter.

Joined November 2012
Stone Blade Entertainment retweeted
Stay Weird! Each of us has a unique set of lived experiences and idiosyncrasies that make us who we are. AI will tend to move towards the average of its training set. It can’t move towards the unique creativity you have to offer. Others call this skill “taste” or “judgement” but I prefer to call it "your voice.” Your voice is something you discover at first by intelligently consuming art you like, art you hate, and distilling what makes things good or bad to you. Then you refine your voice by creating things and putting them out into the world, making things that embarrass you at first and iterating until you find themes that combine the different parts of your psyche and taste into something unique that will also appeal to others. As AI evolves, your ability to create and test ideas will increase. The cost to produce will go down, so you can create increasingly weird and niche work that connects with an audience that loves your particular kind of weird. Share weird things you love or are working on in the comments. I’d love to see them and find more like-minded creatives.
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Talent helps. Process compounds. Build → test → observe → revise. Repeat that loop long enough and your game gets better.
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Balancing numbers won’t save a broken core loop. Before polishing details, make sure the foundation actually works. #GameDesign
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Stone Blade Entertainment retweeted
🚨 LIVE NOW 🚨 SolForge Fusion — Creature Chaos data analysis, maybe some Gamefound pack openings, maybe some matches! We're diving into the numbers and seeing where the night takes us! Come hang out! 👀 twitch.tv/solymrthewitchking #SolForgeFusion @SolforgeFusion
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If players need to reread the same information constantly, ask whether the visual design can carry some of that load. #GameDesign #UX
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Art isn’t decoration added after game design. Color, shape, layout, and iconography can teach players how the game works before they read a rule. #GameDesign
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Stone Blade Entertainment retweeted
There Are No Adults. Everyone's making it up as they go along. Stop waiting for permission. Start making things.
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The exciting choice should usually be a useful choice. When players want to do something, treat that instinct as design information. #GameDesign
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If new players keep making the same “wrong” choice, they may not be the problem. Your design may be teaching them to want the wrong thing.
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Stone Blade Entertainment retweeted
Games are high risk, high reward. Only a few rare hits survive and make money over the long term. You can't win without taking risks. Your job is to test your riskiest assumptions as quickly and cheaply as possible. There are four steps: 1. Surface your assumptions early. 2. Make small bets before big ones. 3. Be ruthless in killing the ideas that don’t work 4. Focus on refining your best ideas into something amazing
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Stone Blade Entertainment retweeted
EP128 of Rallying The Forge is LIVE! 🔥 Set 5's official name is revealed, plus faction archetypes and some card spoilers! Also — a preview of the brand new Duskspire Trials! 👀 youtu.be/qLDH3YVl9WQ #SolForgeFusion #RallyingTheForge @SolforgeFusion
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Stone Blade Entertainment retweeted
It’s happening!!!
Can't believe we're finally getting close to @g_assemble_JP 's release day! If you've been wanting to learn the basics, game design legend, @Justin_Gary is here to help! youtube.com/watch?v=nmcZhI3f…
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Where do game ideas come from? Start with something you care about. Then ask: What do I actually love about it? Your passion is the starting point. Your job as a designer is to turn that experience into player decisions. Find what you love. Design around it. Test it.
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Complexity gives players more things to remember. Depth gives them more meaningful choices. Those are not the same thing. #GameDesign
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Don’t build 200 cards to test one mechanic. Build the smallest version that can answer your biggest question. Then play it. #GameDesign #Prototyping
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Good Games = Good Marketing By far the best way to market your game is to make it so much fun that can’t help but share it. Until your play testers beg you to keep the prototype so they can play it with their friends, you aren’t done.
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A great storytelling prompt doesn't need to be complicated. Ben Robbins asks: Where does your character sleep tonight? A specific question gives players one specific thing to imagine. Small questions can create big stories.
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If you’re stuck on a game’s mechanics, try changing the theme. A different theme can unlock a completely different way of thinking about the design. Our game Ringmaster was generic fantasy for 8 years. A circus theme helped us finish it in months. Always Be Exploring.
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