Bart de Jong

@bartgamedesign.bsky.social

Father. Primary school teacher. Game designer. Designer of Bable (2024) and L'Oaf (2025).

🎲✂️ It seems to be less and less common for published games to have a minimum player count of 3. I appreciate the desire for games to be playable at 1 and 2, but that choice puts strong constraints on a design. I fear it limits diversity, as certain interactions simply need 3+ players to work.

🎲✂️ Took me only a couple of hours to realise that RPG's solved this problem decades ago. In your typical RPG, players gain more powers as the difficulty rises. So instead of narrowing the path to victory, they just move the whole thing upwards on the complexity scale.

Bart de Jong@bartgamedesign.bsky.social · 7d ago

🎲✂️ Co-op games seem to have an intrinsic problem with their difficulty scaling. Increasing the difficulty should increase the importance of skill. This is true up to a certain point. When the margin for error becomes too small, the randomness in the system itself can start creating unwinnable states

🎲✂️ Co-op games seem to have an intrinsic problem with their difficulty scaling. Increasing the difficulty should increase the importance of skill. This is true up to a certain point. When the margin for error becomes too small, the randomness in the system itself can start creating unwinnable states

If you're looking for game recommendations this Summer, we've got you! ☀️😎 - Welcome to Parks - Flip 7 - Mushroom Cats - SCOUT - Hanabi - The Hobbit: There & Back Again - Things in Rings - Pickle Grab - L'oaf - The Fellowship of the Ring: Trick-Taking Game

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🎲✂️ Playing games makes me want to design games, and designing games makes me want to play games. It's the ideal virtuous circle, but unfortunately all too often interrupted by boring things like life and responsibilities.

This is so very important. We've come a long way with the designers' (and illustrators'!) names on the boxes, but still it's the publishers who get mentioned in media coverage. Even most game awards mention the publisher but forget the designer.

Sen-Foong Lim@senfoonglim.bsky.social · 2w ago

More to what I was talking about re: proper attribution. The @ttgda.bsky.social is working to reduce instances where publishers, media outlets, and content creators fail to acknowledge the creatives behind the games. irp.cdn-website.com/2b6905d0/fil...

To download a screen-readable PDF, go here:

https://irp.cdn-website.com/2b6905d0/files/uploaded/Press+Release+-+Credit+For+Game+Designers+V2.pdf

deeply annoying that creative breakthroughs don’t come on schedule from direct work but from things like “open-ended conversations with interesting people” and “doing nothing”

That one playtest where you feel a game finally coming together is my favourite part of design. When all the parts move in exactly the ways you want them to, when the players are feeling all the things you want them to feel, when the game transcends the cardboard, that's pure magic.

This afternoon I will be interviewed about the design journey of my game L'Oaf. I'm slowly getting used to people writing or talking about my work, but this feels way more personal. It's flattering but frankly also a bit scary. Any tips for how to not make a fool of myself?

On behalf of all people who run crowdfund campaigns and artist stores, let me be the one to say it today: International shipping really is that expensive. It really costs that much. I know it's expensive. That's really what it costs. I'm sorry. I don't set the prices. But it really does cost that m

🎲✂️ Hey a general cast out there, if you're one of them newfangled Instabooktube content creators and you've been following Pact with some interest, reach out to me, because we're starting planning for the media part of the publishing cycle.

A preview of the main board for PACT

I heard that L'Oaf completely sold out at UKGE! I keep being surprised by how much it touches me that people play my games. I made something in my little corner of the world, and now complete strangers in faraway places are finding joy in it. That's pretty damn close to magic!

I unsubscribed from a mailing list ticking "I'm receiving too many e-mails from *company*" as the reason. 5 seconds later I get an e-mail telling me that they're sad to see me go and I can resubscribe whenever I want. What part of "I'm receiving too many e-mails from you" did they not understand?

Due to my medical situation I had to make the difficult decision not to attend the UK Games Expo this year. I'm especially sad since this will be the first year that my games are available at the con. If you're interested in Bable or L'Oaf, you can find them at Revelation Games (stand 4-425)

Affinity: "you should link these images instead of embedding them, to reduce file size." Also Affinity: "I can't export this file, there's too many linked images." (Except that it didn't tell me the second one. I wasted a couple of hours figuring out why it did nothing when I clicked "export")