◀ Back to the arcade

Punball · systems design

How these actually work

One document per cabinet: the mechanics, the constants, and the trade-offs — including the ones that turned out to be wrong. Written to be argued with rather than admired.

01Pull, release, repositionWritten

War On Paper — Ten pencil battlefields.

02Pencil, doors, and borrowed timeWritten

Graph Paper Dungeon — A drawn dungeon with an active world clock.

03A three-course escapeWritten

Super Allicorn — One alicorn crosses three forms of play: free flight, a forward slide and an untimed sauce-routing puzzle.

04Six shots before the next raidWritten

Coop Defender — Protect five chickens by choosing targets and reload windows.

05Open the door, release the chaseWritten

The Good Farmer — A maze collection game.

06Nine lives, five roomsWritten

Shelf Cat — A platformer built around momentum, readable landings, and checkpoints.

07Seven ways to clear a laneWritten

Star Ladle — A vertical arcade shooter with a directly controlled ship.

08Read the room through a narrow viewWritten

Crypt Crawl — A small first-person raycaster.

09A living board. One last light.Written

Ringward — Walk a miniature through an original 73-space fantasy board.

10A kart race with disclosed catch-upWritten

Corpo Cart — Eight office drivers race six tracks.

11Make a crowded fight readableWritten

Brick Knuckles — A belt-scrolling brawler with an AI or local second player, active defence, and a charged crowd-clearing attack.

12Good company. Better combinations.Written

Exit Liquidity — A squad of four escapes a conference that has become a reply section.

13Tankards, trouble, and the open road.Written

Tankards & Trouble — One complete tabletop encounter sits inside a large valley for free exploration.