Author: Juan Belío Boquera
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“Humanity is dead, long live humanity”: talking with the solo designer of the Fragged TTRPG
Can there be a better galaxy when no humans remain? I talk to designer Wade Dyer about Fragged Empire and its evolution.
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At the crossroads between the real and the digital: A reading of Scroll
As we take the digital for granted, what if programs acquired conscience? Scroll answers this question in a delightfully weird package.
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Conviction of the Dour Guardians: Curse of the Dead Gods and the game of a thousand shadows
Desperate, you face the deities of old, lost in a land you once looked to dominate, now feeble and weak. Curse of the Dead Gods is a delightful experience about the dangers of greed.
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“Mom! We made a game in school, and it was awesome!” Implementation of game design activities in children’s formal contexts
Authors observe children designing games at school to analyze collaboration and digital skills. Reports indicate higher motivation and interesting results regarding teamwork.
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Beneath Oresa – We will find the way down, by sword, fist, or pistol.
Given how critical #PlayerChoices have become to game design, #BeneathOresa offers a #RogueLikeDeckBuilder where failing is inevitable, but survival is an exercise in finding your own confidence.
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Radlands, or how to streamline Mad Max into a punk pocket post-apocalypse
Dirt, sweat, and gasoline roar out of the exhaust tube. The enemy camps are in sight. Radlands is a struggle for survival in a #MadMax world in a #comicbook competitive card game envelope. But does it manage to come out on top? #duelingcardgames
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“The way is lit. We require only the strength to follow it”: Darkest Dungeon II’s bigger, badder apocalypse
#DarkestDungeonII promises the return of a beloved cast of heroes, now facing the end times in a #roguelite fashion. Does this #gamesequel capture the feeling of the original and deliver new horrors of its own?