The Sky House Design – Part 1

Hello Everyone!
In the following post, I will be describing my process in designing my latest game, “The Sky House“.

First of all, I would like to thank Joni Kittaka, Ben Benal, Michael Cook, Chris DiMauro, Michael Fewkes, and Fernando Silva for their feedback that helped in improving the overall game and making it more accessible and less evil :D.

I will divide this topic into three separate blog posts because “The Sky House” consists of 42 scenes which would take too much time to write and too much space for just one. This series of posts contains a lot of spoilers, so please play the game first before reading.


Different Time Systems

Hello everyone,
I attended IRDC last weekend. There was a talk by Brett Gildersleeve (the developer of Rogue Space Marine and Helix). The talk is called Real Time Synchronous Turn Systems in Roguelikes. It’s about analyzing the current turn base systems in Roguelike and comparing it to his game Rogue Space Marine. This talk inspired me to write about different systems and which games use which. His talk was astonishing but missing lots of ideas that can be done (It just covered the classic stuff). Here is the ideas about the systems: