Punball · systems design
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.
War On Paper — Ten pencil battlefields.
02Pencil, doors, and borrowed timeWrittenGraph Paper Dungeon — A drawn dungeon with an active world clock.
03A three-course escapeWrittenSuper Allicorn — One alicorn crosses three forms of play: free flight, a forward slide and an untimed sauce-routing puzzle.
04Six shots before the next raidWrittenCoop Defender — Protect five chickens by choosing targets and reload windows.
05Open the door, release the chaseWrittenThe Good Farmer — A maze collection game.
06Nine lives, five roomsWrittenShelf Cat — A platformer built around momentum, readable landings, and checkpoints.
07Seven ways to clear a laneWrittenStar Ladle — A vertical arcade shooter with a directly controlled ship.
08Read the room through a narrow viewWrittenCrypt Crawl — A small first-person raycaster.
09A living board. One last light.WrittenRingward — Walk a miniature through an original 73-space fantasy board.
10A kart race with disclosed catch-upWrittenCorpo Cart — Eight office drivers race six tracks.
11Make a crowded fight readableWrittenBrick Knuckles — A belt-scrolling brawler with an AI or local second player, active defence, and a charged crowd-clearing attack.
12Good company. Better combinations.WrittenExit Liquidity — A squad of four escapes a conference that has become a reply section.
13Tankards, trouble, and the open road.WrittenTankards & Trouble — One complete tabletop encounter sits inside a large valley for free exploration.