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Re:Turning chess into a roguelike via design first principles by spacemarine1 on Friday May 01, 2026 @04:52PM (#47980147)
Thank you. I agree. When done well, a good mashup can feel “easy” and “obvious” but really the devil is in the details. Creating the perfect balance of features across the whole design space for a shippable game takes extreme skill, taste and a lot of effort.

Garry often describes the fast iterative development loop for startups. Launch, test and get user feedback, polish off the rough edges and then do it again. I believe the same process is necessary for excellent game development.

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