Ezra Szanton

@ezra-szanton.itch.io

Game dev, currently making Mr Magpie's Harmless Card Game

Sometimes steam players get a bad rap for being toxic, but I've found most of the players in the Mr Magpie forums to be really lovely so far! Case in point: a discussion about how "random" the game is (a complicated and somewhat fraught topic)

First post asks if the game is just random or not. Second post says there are ways to mitigate the randomness. Third post dives deeper into it and explains the interplay between the hints and the push your luck aspects.

🫢 Oh and one more thing today! Spoiler text and collapsible details are now available for editing within the text editor

We've rolled out a spam detector update that should be much better with detecting hacked accounts that post fake "game updates" in comments, among other things. We also did a pass on collection spammers Spam is a never ending battle, but hopefully this update should noticeably improve the situation

leaf corcoran@leafo.itch.io · 3w ago

* The spam situation is really bad, the game added to man spam collections, spam comments were posted. I'm sorry. I knew it's been an issue but seeing that stuff on a game I made feels different. I'm spending some extra time this week to re-evaluate how we handle spam.

So, “Order of the Sinking Star” by Thekla was just announced, which takes several small free games (two of which are mine) and gives them a major graphical upgrade and mashes up their rulesets. I haven’t been very involved but it’s a great concept and looks cool.

Are you a Unity whizz kid who understands SHADERGRAPHS and 2D TILEMAPS? I need to overlay a repeating texture on top of a tilemap, buuuut tilemap UVs are a fucking nightmare, so I don't really know how to handle it. Paid gig! Probably quite quick if you know what you're doing: dan@sizefivegames.com

Sthng that maybe I could get better at is teaching folks new to game design that making detailed plans or game design docs at the beginning of the process, or really anything that is more than a page is really just a waste of time. Broad strokes are fine bc no one reads and early changes are fast

I feel like the main struggle developers have when trying to write marketing copy is that they are describing the game they made instead of the player's experience of it

A thing I’ve been noticing a lot recently - a design pattern I’ve seen and liked in a few games - is when a relatively abstract and gamey contrivance makes the game feel more thematic because of the behaviour it produces.

Our game COMBOLANDS is out NOW on Steam :) and Polygon called it ‘The coolest new roguelike in years’! - Mini citybuilding roguelike - Described as “Balatro x Cities Skylines” - Deep strategy in short bursts - Chain huge combos + break the game

We're excited to announce that applications are open for the Draknek New Voices Puzzle Grant 2026 🎉 The grant will award $15,000 to five thinky puzzle game developers from all over the world, and a year's mentorship with genre veterans. Deadline: September 27th More info 👇

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