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Greg/Tin Heart Interactive

@tinheartint.bsky.social

Game developing vagrant. Writer on the game #BLUD. Formerly: Unity/Big Huge Games/Candystand.com.

65 Followers  |  36 Following  |  203 Posts  |  Joined: 13.12.2024
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Posts by Greg/Tin Heart Interactive (@tinheartint.bsky.social)

A screenshot from The Stanley Parable Demonstration. It has a wall of buttons, inviting the player to choose just one.

A screenshot from The Stanley Parable Demonstration. It has a wall of buttons, inviting the player to choose just one.

#BiteSizeGameDesign Lesson 158: Players don’t know what’s under the hood.

Games *appear* as infinite possibility machines-but are really just cascading if-then statements.

The Stanley Parable Demonstration’s narration had the appearance more *could* happen.
#GameDesign #GameDev

27.02.2026 15:42 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
In the game 'Press X to be okay' you need to be pushing that x button.

In the game 'Press X to be okay' you need to be pushing that x button.

#BiteSizeGameDesign Lesson 157: There is an experience happening above the controller.

I first heard this from Frank Lantz at an NYU event, but it’s the core part of Press X to Be Okay.

The stress isn’t on the screen, it’s in the input.
And the stress is real.
#GameDesign #GameDev

26.02.2026 19:53 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
A puzzle from Professor Layton and the Last Specter.

A puzzle from Professor Layton and the Last Specter.

#BiteSizeGameDesign Lesson 156: It’s OK to have an experience comprised of mini-games.

The β€œparty game” genre is big on this but isn’t the only way.

Professor Layton and the Last Specter ties the experience together with mini-game/puzzles placed in context.
#GameDesign #GameDev

25.02.2026 17:23 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
Harbor Rescue by Tin Heart Interactive Collect the buoys, avoid the hurricanes.

tinheartinteractive.itch.io/harbor-rescue

24.02.2026 17:59 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
In Harbor Rescue, you collect the buoys and avoid the hurricanes. The only problem? New hurricanes appear where a collected buoy was.

In Harbor Rescue, you collect the buoys and avoid the hurricanes. The only problem? New hurricanes appear where a collected buoy was.

#BiteSizeGameDesign Lesson 155: Have rules for the boundary.

Harbor Rescue had lots of obstacles in play:
πŸ’€I didn’t want to kill players for hitting the wall.
πŸ§—I also didn’t want a β€œhold” where they could plan ahead.
🌊Instead, there’s a current pushing around the edge.

#GameDesign #GameDev

24.02.2026 16:10 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
Post image Post image Post image Post image

#BLUD by Exit 73 Studios

- Maintains 120FPS with few occasional dips to 110FPS. Runs perfectly smooth. Gamepad Supported. -

Steam Deck LCD Docked 1440p 120hz

Steam Page πŸ‘‡
store.steampowered.com/app/1921480/...

My Curator Page πŸ‘‡
store.steampowered.com/curator/4594...

07.02.2026 14:13 β€” πŸ‘ 1    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
A single grass piece for 100% encounter rate in this Pokemon game.

A single grass piece for 100% encounter rate in this Pokemon game.

#BiteSizeGameDesign Lesson 154: Introduce concepts in context.

PokΓ©mon Omega Ruby & Alpha Sapphire Special Demo had a segment on capturing PokΓ©mon. To illustrate only wild PokΓ©mon can be caught, they had ONE segment of grass with 100% encounter rate.
Frugal!
#GameDesign #GameDev

20.02.2026 19:01 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Instructions telling players to be both quick and precise, while trying to introduce flow.

Instructions telling players to be both quick and precise, while trying to introduce flow.

#BiteSizeGameDesign Lesson 153: You can’t force a flow state.

And you *especially* can’t force it on new players by telling them to be quick AND accurate.

Flow is when play happens without thinking; it’s when players are relaxed & familiar with the mechanic.
#GameDesign #GameDev

19.02.2026 17:47 β€” πŸ‘ 4    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Preview
Aerial_Knight's DropShot on Steam Dropshot is a fast-paced, stylized FPS where you face off against enemies to grab a parachute and land first. Armed with limited "Finger Gun" bullets, outsmart enemies, avoid fire, and use s...

DROPSHOT in 6 days!

store.steampowered.com/app/3465190/...

11.02.2026 21:07 β€” πŸ‘ 70    πŸ” 25    πŸ’¬ 4    πŸ“Œ 0
Sudoku Deluxe was a well-designed early mobile game where players could leave notes for themselves without committing to completing the puzzle.

Sudoku Deluxe was a well-designed early mobile game where players could leave notes for themselves without committing to completing the puzzle.

#BiteSizeGameDesign Lesson 152: Provide reminders between sessions.

It’s hard for players to pick up after a long absence.

Pre-written journal updates (like in RDR2) work for this.
Sudoku Deluxe allowed you to note guesses (in the margins) & pick up where you left off.
#GameDesign #GameDev

10.02.2026 16:07 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
I played Doggy Caesarean Birth because it sounded like a trainwreck of a title.

I played Doggy Caesarean Birth because it sounded like a trainwreck of a title.

#BiteSizeGameDesign Lesson 151: Devote resources to your unique points.

Tired: Regular Simulator
Inspired: Animal Simulator

If you game’s fantasy is something that players can’t get anywhere else, you’re likely to get eyeballs.
#GameDesign #GameDev

09.02.2026 15:48 β€” πŸ‘ 4    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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My job as a game designer is to make the hands go UP.

#indiedev #gamedev #winner

08.02.2026 01:03 β€” πŸ‘ 7    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
a screenshot from "Monster Thurst!" created by high school students in NYC during a game jam.

a screenshot from "Monster Thurst!" created by high school students in NYC during a game jam.

#BiteSizeGameDesign Lesson 150: Mentor others.

Being a mentor is easier than you think & combats impostor syndrome.

I volunteered to help high school students during a game jam as they made Monster Thurst! - an endless runner about a *very* thirsty monster.
#GameDesign #GameDev

06.02.2026 17:36 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Preview
Games To Check Outβ€”Black History Month 2026 - Lv1 Gaming Black History Month is a time to highlight Black people and their contributions to the world around us, and video games are definitely included in that. From innovative game design to powerful storytelling,...

Go out there and wishlist/buy some of these games to support Black Developers

@bvigaming.bsky.social
@aerialknight.com
@shawndoublea.bsky.social
@writnelson.bsky.social

lv1gaming.com/games-to-che...

05.02.2026 19:19 β€” πŸ‘ 18    πŸ” 15    πŸ’¬ 0    πŸ“Œ 0

I cannot express to you what a chokehold "I like shorts! They're comfy and easy to wear!" has on me. I think it or say it several times a year.

(Usually while wearing shorts.)
(Because they're comfy and easy to wear.)

05.02.2026 17:44 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
A screenshot from Pokemon Red/Blue saying "Hi! I like shorts! They're comfy and easy to wear!"

A screenshot from Pokemon Red/Blue saying "Hi! I like shorts! They're comfy and easy to wear!"

#BiteSizeGameDesign Lesson 149: Mind the grind.

Deliver on the core fantasy of your game *every session*.

I played through PokΓ©mon (Blue) in 30-45 minute spurts while commuting to NYC. Every session, I caught or evolved a new species and/or earned a badge.
#GameDesign #GameDev

05.02.2026 17:42 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
The Pony Express Google Doodle game

The Pony Express Google Doodle game

#BiteSizeGameDesign Lesson 148: Checkpoints are tricky to balance.

Too few:
- Punish players by having them re-do lots before the tricky part.
Too many:
- Force players to live with all mistakes.

The Pony Express Google Doodle quickly got back on the horse.
#GameDesign #GameDev

30.01.2026 15:20 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Preview
a man with long blonde hair and a beard is holding a fishing rod ALT: a man with long blonde hair and a beard is holding a fishing rod
22.01.2026 03:27 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
A snippet of the game "The Writer Will Do Something".

A snippet of the game "The Writer Will Do Something".

#BiteSizeGameDesign Lesson 147: Word choice matters.

Sometimes, words are all you have to convey your idea.
In games, in tweets, in conversation.

Choose β€˜em carefully.

The Writer Will Do Something is a poignant text game about shoehorning in story.
#GameDesign #GameDev

21.01.2026 17:12 β€” πŸ‘ 8    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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New arcade cabinet!
Let’s make some games!
#gamedev #indiedev #arcade

20.01.2026 22:50 β€” πŸ‘ 8    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
Preview
#BLUD Mini-Game Prototypes by Tin Heart Interactive Two prototype mini-games created during development of #BLUD.

I’ll be there at the MICA arcade cabinet with a mini-game called β€œFuture Battlegrounds: Tank Warfare 3D” that got cut during the development of #BLUD

tinheartinteractive.itch.io/fantasy-adve...

06.01.2026 03:13 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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New Years is for looking forward & back.

Found this clip prepping for MAGFest next week.

Here’s to the best 2026 can be!

02.01.2026 03:09 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

youtu.be/sRY1NG1P_kw?...

β€œTake Me Home” as we drive home.
(It’s Dad jokes all the way down)

21.12.2025 03:14 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Hey look, Beatdown City Survivors on a list of best demos on Steam!

You can check it out here!

beatdown.city/bdcsrstm

20.12.2025 19:26 β€” πŸ‘ 26    πŸ” 13    πŸ’¬ 1    πŸ“Œ 0
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#BiteSizeGameDesign Lesson 146: Expand the options of self expression.

Sure, some players aim to give the β€œbest” choice (for the most points) but many play to make the experience their own.

Romance Central--a Dance Central April fools gag--had many varied choices.
#GameDesign #GameDev

11.12.2025 15:15 β€” πŸ‘ 12    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Roll up the world with Katamari Damacy!

Roll up the world with Katamari Damacy!

#BiteSizeGameDesign Lesson 145: Don’t limit yourself to β€œrealism".

No one can double jump.
Make choices in line with design goals;
don’t be beholden to what works IRL.

Katamari Damacy delightfully toys with the environment not taking anything too seriously.
#GameDesign #GameDev

10.12.2025 18:52 β€” πŸ‘ 8    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Peggle 2 (as the whole series did) did a great job of showcasing the near misses.

Peggle 2 (as the whole series did) did a great job of showcasing the near misses.

#BiteSizeGameDesign Lesson 144: Move the camera to focus on action.

Pan.
Screen shake.
Zoom.

The camera is the player’s view on the world; use it to show them the exciting things. It’s where they’re looking anyhow. Peggle 2 focuses nicely on that last peg.
#GameDesign #GameDev

08.12.2025 19:39 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Tin Heart Interactive turns four!
This year saw new projects, partners, and jams that couldn't fit a short rant - check out our anniversary highlight reel!

Special thanks to @exit73games.bsky.social, @atari.com (and more!) to making the year the best it could be! Here's to more in 2026!

03.12.2025 20:15 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Orion Trail by Schell Games featured a mechanic for critical success and critical failure.

Orion Trail by Schell Games featured a mechanic for critical success and critical failure.

#BiteSizeGameDesign Lesson 143: Expand depth of outcomes with critical success/critical failure. 🎲

Are things just "bad"
or are they
REAL BADℒ️?

Orion Trail increased a chance at success via character stats or crew members, but critical pass/fail was always a possibility.
#GameDesign #GameDev

21.11.2025 14:30 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Proteus was a PS3 game where you explored a procedurally generated island with little/no instructions.

Proteus was a PS3 game where you explored a procedurally generated island with little/no instructions.

#BiteSizeGameDesign Lesson 142: Utilize the pattern-seeking nature of the brain.

Repetition is a bare minimum requirement for giving feedback. Players naturally look for links between repeated sounds or assets if there is little else to go on.

Proteus had little/no guidance.
#GameDesign #GameDev

20.11.2025 16:39 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0