Author: Tobias Lindqvist

Every system in a game is a sentence about what the designer wants you to do. Grind is a sentence. So is a queue timer, a loot table, a guild bank permission screen. I write about what those sentences actually say, and why so many of them say something the designer did not intend. I build a game alone, badly and slowly, which means I have made most of these mistakes myself and can tell you what they cost.

The Complete Guide to Starting in Game Development

Most “complete guide to starting game development” tutorials online are just glorified sales pitches for expensive engine plugins or math textbooks that assume you want to spend your weekends calculating vector trajectories instead of actually making a game. They treat development like a linear climb up a mountain, but if my time moderating guild forums…

By Tobias Lindqvist January 4, 2026 Off

Difficulty Is a Conversation, Not a Slider

I spent three nights last week staring at a boss encounter in a niche indie RPG, and I realized I wasn’t actually playing a game—I was just participating in a math equation. Most people think that when a developer talks about how difficulty is designed, they’re talking about skill ceilings or complex patterns, but they’re…

By Tobias Lindqvist January 3, 2026 Off