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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.

01War On PaperOpen question

Battleship is a game of pure luck pretending to be deduction. What has to change so that a good guess beats a lucky one?

02Pencil and d20Written

Graph Paper DungeonA stick figure on graph paper, drawn like a bored teenager did it in the back of a maths exercise book.

03Super AllicornOpen question

An endless runner has one input. Where does depth come from when the player can only choose when, and never what?

04Coop DefenderOpen question

Wave defence collapses into a solved opening. How do you make the first thirty seconds different every time without making them unfair?

05The Good FarmerOpen question

The crop-spread algorithm is the best system on this arcade. Why does growth that obeys simple neighbour rules feel like it has intent?

06Shelf CatOpen question

Precision platforming punishes with restarts. Can a cat knocking books off a shelf carry real difficulty without the restart being the punishment?

07Star LadleOpen question

Asteroids is momentum with no brake. What does a scoring model reward when the ship is always drifting?

08Crypt CrawlOpen question

A raycaster has no vertical axis and no room above a room. Which constraints of 1992 are worth keeping on purpose?

09RingwardOpen question

Turn-based tactics is chess with dice. How much randomness can a board game absorb before planning stops mattering?

10Gravy KartOpen question

Kart racers need rubber-banding to stay fun and it makes winning feel unearned. Where is the honest version of that trade?

11Brick KnucklesOpen question

A belt-scroller is a crowd-control puzzle wearing a brawler's clothes. What makes being surrounded readable instead of unfair — and how do you prompt an entire art set for it?