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Dev Log 3/10/26 || Game Narrative
As things begin to take shape a bit more and I can potentially turn my attention to other matters, I want to take a moment and discuss the narrative components of Goon Game. Strange as that might sound, given how the game has very little in the way of a traditional narrative framework, they are present, though undeveloped. One of my foibles with the current discussion around Game Narrative is with the way we frame said conversation. Whenever a story in a game is brought up, i

Trainer 117


Dev Log 2/3/26 || Formatting for Understanding.
For months now, one of the major hurdles I’ve been trying to jump is player understanding. Granted, the rate of “this does what?” has diminished, but it has been a prevalent question since day one. For the longest time, I thought this was a complexity issue: too many rules in one place, overloading players, meaning nothing sinks in. An issue I’ve done just about all I can without boiling everything down to shapes and colors, yet I keep hearing “This does what?” or some variat

Trainer 117


Dev Log (12/8/25) || Holiday
Keeping this one short for a number of reasons. First and foremost, really feels like I’ve reached a place where all that’s left to do is tweak numbers and wording, something that’s less mentally taxing than coming up with systems from whole cloth. Most of what was brought up from the last testing session has been addressed: faction components have been more evenly spread out across units, spells, and whatnot; bloat spells have been cut; automatons have been reworked, and Thr

Trainer 117
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