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I have a few announcements to make regarding the future of my game in development, Bound City.
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For reasons some of you may be familiar with, September was a hell of a month.
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Most of this month was taken up working on tweaks and changes to the dialogue system, which is definitely not how I had hoped to spend this time.
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Around the start of July, I went on a trip for a couple of weeks.
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I’ve been feeling a little unenthusiastic about writing these posts recently.
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It’s been an exciting and frustrating month as I keep running ahead and getting pulled back.
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One of the most hazardous unquestioned assumptions of game design is that a game should be balanced.
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I find randomness a fascinating topic.
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After Slay the Spire released into Early Access in 2017 and was one of the best-designed games ever made, a wave of roguelike deckbuilders inevitably followed.
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Well, my assumption was that after finishing the demo, I’d be mostly taking the month away from Bound City to focus on other things.