Chris Longhurst
@potatocubed.bsky.social
Pinned
Chris Longhurst
@potatocubed.bsky.social
· Oct 17
potatocubed
potatocubed.itch.io
Hello. My name is Chris (or potatocubed if you're From The Internet), I design games.
I am good at designing games.
Marketing, not so much.
Buy my stuff.
potatocubed.itch.io
I am good at designing games.
Marketing, not so much.
Buy my stuff.
potatocubed.itch.io
Launch!
GRAVITY is a one-shot-focused RPG about powerful people stuck in an increasingly bad situation. To maintain suspense, the game uses a rotating-GM system (stolen from Lovecraftesque and my previous game, Bleak Spirit) to ensure that nobody knows what the Threat is until the climax.
GRAVITY is a one-shot-focused RPG about powerful people stuck in an increasingly bad situation. To maintain suspense, the game uses a rotating-GM system (stolen from Lovecraftesque and my previous game, Bleak Spirit) to ensure that nobody knows what the Threat is until the climax.
Gravity: A Roleplaying Game
A one-shot TTRPG about powerful people in a bad situation.
www.kickstarter.com
November 11, 2025 at 1:03 PM
Launch!
GRAVITY is a one-shot-focused RPG about powerful people stuck in an increasingly bad situation. To maintain suspense, the game uses a rotating-GM system (stolen from Lovecraftesque and my previous game, Bleak Spirit) to ensure that nobody knows what the Threat is until the climax.
GRAVITY is a one-shot-focused RPG about powerful people stuck in an increasingly bad situation. To maintain suspense, the game uses a rotating-GM system (stolen from Lovecraftesque and my previous game, Bleak Spirit) to ensure that nobody knows what the Threat is until the climax.
One of these days I will remember to think about gathering testimonials more than four hours before I launch a crowdfunder.
November 11, 2025 at 9:34 AM
One of these days I will remember to think about gathering testimonials more than four hours before I launch a crowdfunder.
Reposted by Chris Longhurst
A brief defence of dialogue choices (286 words):
A brief defence of dialogue choices
In games, the player needs to have something to do.
medium.com
November 10, 2025 at 4:42 PM
A brief defence of dialogue choices (286 words):
Thieves was *really good*, so this is probably also excellent. Alas, my wallet contains little but moths right now so I'll need someone to remind me this comic exists in a couple of weeks.
“Do you believe in happy endings?”
@heyluchie.bsky.social does — but not the neat, movie kind.
In Happy Endings, she gives us three strange, tender love stories that cross time, space, and heartbreak.
Available with an exclusive signed print.
okcomics.co.uk/products/hap...
@heyluchie.bsky.social does — but not the neat, movie kind.
In Happy Endings, she gives us three strange, tender love stories that cross time, space, and heartbreak.
Available with an exclusive signed print.
okcomics.co.uk/products/hap...
November 10, 2025 at 3:22 PM
Thieves was *really good*, so this is probably also excellent. Alas, my wallet contains little but moths right now so I'll need someone to remind me this comic exists in a couple of weeks.
Making this edit, I am reminded a) that Pacific Rim is a fantastic good time and b) the line "Numbers are as close as we get to the handwriting of God!" delivered like that by Burn Gorman is just exceptional.
November 10, 2025 at 2:57 PM
Making this edit, I am reminded a) that Pacific Rim is a fantastic good time and b) the line "Numbers are as close as we get to the handwriting of God!" delivered like that by Burn Gorman is just exceptional.
So, a couple of days ago I wrote this spiel about Gravity, which I'm planning on launching tomorrow, and as I got to the end I realised I should have explained how moves work in Gravity *first* because it's key to how I built around instrumental play.
So, today I'm going to warble about that.
So, today I'm going to warble about that.
I can't remember what I'd planned to talk about re: Gravity today, but I know 'instrumental play' was on the list so that's where we'll start.
Well, it's where *I'll* start. *You* should start with this essay (not least because it'll buy me some time to come up with a thesis):
Well, it's where *I'll* start. *You* should start with this essay (not least because it'll buy me some time to come up with a thesis):
November 10, 2025 at 12:11 PM
So, a couple of days ago I wrote this spiel about Gravity, which I'm planning on launching tomorrow, and as I got to the end I realised I should have explained how moves work in Gravity *first* because it's key to how I built around instrumental play.
So, today I'm going to warble about that.
So, today I'm going to warble about that.
Social justice.
16-year-old me had some spectacularly bad opinions.
16-year-old me had some spectacularly bad opinions.
What do you like now that 16 year old you would hate you for?
November 10, 2025 at 10:15 AM
Social justice.
16-year-old me had some spectacularly bad opinions.
16-year-old me had some spectacularly bad opinions.
Reposted by Chris Longhurst
Also, it really needs to be said: "your game design choices mean something" doesn't mean "your game needs to be perfect or you failed," it just means if someone asks "hey why did you pick this mechanic" that you should probably have a better answer for it than "I dunno"
Game design MEANS something, and if the reason you picked a mechanic boils down to a shrug, that means something too
November 10, 2025 at 4:00 AM
Also, it really needs to be said: "your game design choices mean something" doesn't mean "your game needs to be perfect or you failed," it just means if someone asks "hey why did you pick this mechanic" that you should probably have a better answer for it than "I dunno"
Reposted by Chris Longhurst
Reposted by Chris Longhurst
Reposted by Chris Longhurst
Reposted by Chris Longhurst
Also, about 10 of these Dog solutions folders are available! You can put your important tax documents in here.
November 9, 2025 at 8:30 PM
Also, about 10 of these Dog solutions folders are available! You can put your important tax documents in here.
In lieu of marketing today I have made a mockup of Gravity using the cover drawn by @sarahmason.art and a Photoshop template from Cover Vault, I believe.
Don't you want to know what excellent words are hidden within the pink void?
www.kickstarter.com/projects/pot...
Don't you want to know what excellent words are hidden within the pink void?
www.kickstarter.com/projects/pot...
November 9, 2025 at 6:02 PM
In lieu of marketing today I have made a mockup of Gravity using the cover drawn by @sarahmason.art and a Photoshop template from Cover Vault, I believe.
Don't you want to know what excellent words are hidden within the pink void?
www.kickstarter.com/projects/pot...
Don't you want to know what excellent words are hidden within the pink void?
www.kickstarter.com/projects/pot...
Reposted by Chris Longhurst
WORD OF THE DAY.
Excellent.
To give up spreadsheets for forty days.
Excellent.
To give up spreadsheets for forty days.
November 9, 2025 at 4:17 PM
WORD OF THE DAY.
Excellent.
To give up spreadsheets for forty days.
Excellent.
To give up spreadsheets for forty days.
Reposted by Chris Longhurst
I can't remember what I'd planned to talk about re: Gravity today, but I know 'instrumental play' was on the list so that's where we'll start.
Well, it's where *I'll* start. *You* should start with this essay (not least because it'll buy me some time to come up with a thesis):
Well, it's where *I'll* start. *You* should start with this essay (not least because it'll buy me some time to come up with a thesis):
November 8, 2025 at 12:02 PM
I can't remember what I'd planned to talk about re: Gravity today, but I know 'instrumental play' was on the list so that's where we'll start.
Well, it's where *I'll* start. *You* should start with this essay (not least because it'll buy me some time to come up with a thesis):
Well, it's where *I'll* start. *You* should start with this essay (not least because it'll buy me some time to come up with a thesis):
This is focused on video game design as far as I can tell, but there's loads of good wisdom in there for us RPG designers too.
(Most notably, on like line two, "some things we play are *better* than others".)
(Most notably, on like line two, "some things we play are *better* than others".)
Game design is simple, actually. Except when it isn't. Here are the 12 things you need to know.
Game design is simple, actually
So, let’s just walk through the whole thing, end to end. Here’s a twelve-step program for understanding game design. One: Fun There are a lot of things people call “fun.” But most of them are not useful for getting better at making games, which is usually why people read articles like this. The fun of a bit of confetti exploding in front of you, and the fun of excruciating pain and risk to life and limb as you free climb a cliff are just not usefully paired together.
www.raphkoster.com
November 8, 2025 at 3:54 PM
This is focused on video game design as far as I can tell, but there's loads of good wisdom in there for us RPG designers too.
(Most notably, on like line two, "some things we play are *better* than others".)
(Most notably, on like line two, "some things we play are *better* than others".)
I can't remember what I'd planned to talk about re: Gravity today, but I know 'instrumental play' was on the list so that's where we'll start.
Well, it's where *I'll* start. *You* should start with this essay (not least because it'll buy me some time to come up with a thesis):
Well, it's where *I'll* start. *You* should start with this essay (not least because it'll buy me some time to come up with a thesis):
November 8, 2025 at 12:02 PM
I can't remember what I'd planned to talk about re: Gravity today, but I know 'instrumental play' was on the list so that's where we'll start.
Well, it's where *I'll* start. *You* should start with this essay (not least because it'll buy me some time to come up with a thesis):
Well, it's where *I'll* start. *You* should start with this essay (not least because it'll buy me some time to come up with a thesis):
Reposted by Chris Longhurst
Reposted by Chris Longhurst
I LEARNED THE ANSWER TO THIS
Chris's Steakhouse was a New Orleans landmark
Chris Matulich periodically got bored, sold it, waited for the new owner to fail, and bought it back cheap
The sale conditions: Can't move it, can't change the name
He did this six times
Then he sold it to Ruth Fertel
Chris's Steakhouse was a New Orleans landmark
Chris Matulich periodically got bored, sold it, waited for the new owner to fail, and bought it back cheap
The sale conditions: Can't move it, can't change the name
He did this six times
Then he sold it to Ruth Fertel
what did ruth mean when she said her steakhouse was "chris"
November 7, 2025 at 5:33 PM
I LEARNED THE ANSWER TO THIS
Chris's Steakhouse was a New Orleans landmark
Chris Matulich periodically got bored, sold it, waited for the new owner to fail, and bought it back cheap
The sale conditions: Can't move it, can't change the name
He did this six times
Then he sold it to Ruth Fertel
Chris's Steakhouse was a New Orleans landmark
Chris Matulich periodically got bored, sold it, waited for the new owner to fail, and bought it back cheap
The sale conditions: Can't move it, can't change the name
He did this six times
Then he sold it to Ruth Fertel
Alright, think I'm going to launch the Kickstarter for Gravity on... Tuesday. I'm bored of waiting.
Will I remember to hype it up on social media, multiple times a day, every day, to build interest and maximise income? Probably not!
www.kickstarter.com/projects/pot...
Will I remember to hype it up on social media, multiple times a day, every day, to build interest and maximise income? Probably not!
www.kickstarter.com/projects/pot...
Coming soon: Gravity: A Roleplaying Game
A one-shot TTRPG about powerful people in a bad situation.
www.kickstarter.com
November 7, 2025 at 7:56 PM
Alright, think I'm going to launch the Kickstarter for Gravity on... Tuesday. I'm bored of waiting.
Will I remember to hype it up on social media, multiple times a day, every day, to build interest and maximise income? Probably not!
www.kickstarter.com/projects/pot...
Will I remember to hype it up on social media, multiple times a day, every day, to build interest and maximise income? Probably not!
www.kickstarter.com/projects/pot...
Brainstorming new names for the game formerly known as Won With Blood. It's a solo game about fantasy court politics where the fancy new tech is being able to change out the main storyline with each playthrough.
(I'm thinking The Empty Chamber is probably the winner.)
(I'm thinking The Empty Chamber is probably the winner.)
November 7, 2025 at 12:30 PM
Brainstorming new names for the game formerly known as Won With Blood. It's a solo game about fantasy court politics where the fancy new tech is being able to change out the main storyline with each playthrough.
(I'm thinking The Empty Chamber is probably the winner.)
(I'm thinking The Empty Chamber is probably the winner.)
Got the same ad on @wharthur.bsky.social 's Mud Ghost Estate page. Apparently people who like indie RPGs also like the lifetime right to own a cable?
I think maybe the Kickstarter algorithm is having a moment.
November 7, 2025 at 11:01 AM
Got the same ad on @wharthur.bsky.social 's Mud Ghost Estate page. Apparently people who like indie RPGs also like the lifetime right to own a cable?
Reposted by Chris Longhurst
I've said for a long time that computers don't make the same kind of mistakes as people do, and people don't make the same kind of mistakes as computers do, and that's why the combination can be so good.
AI has invented a whole new category of mistakes somehow combining both.
AI has invented a whole new category of mistakes somehow combining both.
I think sometimes they are reviewing it, but they’re reviewing it the way they’d review a human’s work. AI-generated errors are very different than human mistakes, and you can’t at ALL rely on the same assumptions that you can with a human being’s work.
November 6, 2025 at 5:49 PM
I've said for a long time that computers don't make the same kind of mistakes as people do, and people don't make the same kind of mistakes as computers do, and that's why the combination can be so good.
AI has invented a whole new category of mistakes somehow combining both.
AI has invented a whole new category of mistakes somehow combining both.