Modeling item sinks and sources in a node graph
Modeling item sinks and sources in a node graph
How to map your game economy as a node graph and why seeing flows visually makes sink/source balance easier to reason about than any spreadsheet
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How to map your game economy as a node graph and why seeing flows visually makes sink/source balance easier to reason about than any spreadsheet
What exactly is a game design tool. What purpose does it have and what does it do'.
Good game design doesn't happen in your head. It happens in tools — docs, diagrams, spreadsheets, simulators — and the quality of those tools directly affects the quality of your decisions. This guide covers the best game design tools across every discipline indie and mobile designers actually need.
Every game designer has a moment where they realize their workflow is held together with sticky notes, a 400-row spreadsheet, and pure delusion. I’ve been there. So here’s the list I wish someone handed me earlier, tools that actually help you design better games, not just document them.
A step-by-step guide to building a scalable game inventory system - from defining your item schema to API integration and ready-made backend solutions.
Why great game design isn't about pleasing everyone, it's about noticing how different people actually play and making sure your system doesn't quietly punish them for it.
The difference between systems that make players feel skilled and systems that just make them feel stuck, and offers a practical framework for knowing which side your design is on.
Mario's jump is a simulation. So is your inventory weight. The five simulation types every game designer should know, why chasing realism kills projects, and what EVE Online proves about measurement.
Why players quit polished games in ten minutes and can't say why. A practical guide to the control loop, feedback, and the friction that kills retention.
What balance actually means in practice, why expert players often create imbalance instead of correcting it, and why the same game can be perfectly balanced for one audience and completely broken for another.