All Stories
Hell Pie Review
A swinging, swearing, good time
Hidden Gems of Game Design: Volume 2
Back with the second edition of a list of games that deserved more recognition than they received
How Hoarding Encourages Bad Game Design
Pushing forward from hoarding in games
What's So "Free" About Free to Play?
Putting a price on virtual goods
How Retro Games Have Taken on a New Life
The joys of kaizo and beyond
Hidden Gems of Game Design
Appreciation for games that deserved better than they received
Top Picks From Steam's Next Fest Demo Week
Keep your eyes on these recommendations from SUPERJUMP's writers
Late-Game Lessons of Live Service Design
Going the extra mile(s) of game development
Salt and Sacrifice is a Sidegrade Sequel
Double the Salt
Rogue Legacy 2 is a Roguelite Return
The Original Rogue-lite
The Impossible Chase of “Fun” Game Design
Why you can’t please everyone
Learn the Right Lessons When Studying Video Games
The line between “Inspired By” and “Copying”
Revita Takes a Gamble on Story and Difficulty
A reborn rogue like
Making the “Base” of Your Gameplay
Why approachability is about the middle
Elden Ring Shatters Soulslike Combat Design
Where does Elden Ring’s combat slip up?
Shadow Warrior 3 Slices and Dices Its Predecessor
Simplifying the gameplay while adopting the "push forward" model of FPS design results in a markedly different experience
Tunic is the Alpha Zelda Experience
Prepare to get lost, in more ways than one
Elden Ring Elevates Souls-likes Further Than Before
The Souls-like genre goes open-world
Defining Free to Play Ethics
Coining the term “Player Friendly Design”
A Look Back at Super Mario RPG
Relish the nostalgia with the games of the ‘90s