James Barnhart ➡️ UnPub25
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jakekbarnhart.bsky.social
James Barnhart ➡️ UnPub25
@jakekbarnhart.bsky.social
Game Designer, Artist, Educator, and all around goof. Let’s talk making great games and great communities! Designer of Engage! Senior Game Designer l Null Signal Games
I think it is fairly dedicated to stewarding this one game! I can’t speak for the whole org, but I am aware of individuals/small groups within NSG that have riffed on new game ideas set in our world, nothing official though. Cool as it would be I wouldn’t expect it
September 1, 2025 at 12:32 AM
So here for this
May 30, 2025 at 11:43 PM
That’s a great shout - Smoke definitely helped with sequencing. Did you find that you played stealth packages with other IDs, or did you avoid it for that reason?
May 25, 2025 at 8:47 PM
3/3 Aim for elegance. Often this means simple (cards with 10-20 words total), but not always. The trick is to avoid “shoe leather”, or as PCH says don’t add any rule that doesn’t add +10 fun. Every line is a barrier to your game, it has to pull its weight or be cut, no matter how cool it reads 🎲✂️
May 22, 2025 at 7:09 PM
2/3 Both of these cards do similar effects & quest the player to engineer an asymmetrical board wipe. The key difference is elegance and text density. Split Up needs only 10 words vs Birdcage’s 54 to convey nearly identical content. As designers we should strive to mean a lot while saying little 🎲✂️
May 22, 2025 at 3:31 PM
3/3 Fully Operational play conditions players to exist in the tense space between glacier & asset spam (where we observe them having the most fun) by offering big value for building & icing several remotes. Identify the best parts of your core loop and make cards that funnel your players to it. 🎲✂️
May 21, 2025 at 3:26 PM
2/3 In Elevation, an intermediate product, it was important to make “level up moment” cards with “hidden curriculum” that taught players how to have more fun playing Netrunner. Ritual demonstrates this principle in action, signaling the benefits of drawing early in your turn and planning ahead. ✂️🎲
May 21, 2025 at 1:13 PM
This is such a good shout - I think of this often as a designer who acts as a liaison to members of the development/balance teams, and playtesters. “Tuning” is a great way to convey that numbers and balance don’t count for much if they aren’t promoting the right moments, play patterns, and feelings.
April 26, 2025 at 3:18 AM