Making Games on a Shoestring Budget!
Hello World! I’m Kayne Ruse, an independent game developer, making both video and tabletop games of all kinds.
I’ve been making games for 20 years, and was born with a controller in my hand. I’ve got a lot of practical skills and hands-on experience with my own projects, and I’m always looking for new ways to improve and expand those skills.
One of my biggest claims to fame is releasing a game on the Nintendo Switch - Candy Raid: The Factory.
Another would be spending four and a half years on a microservice driven web game, and actually completing it - Egg Trainer. After completing it, Egg Trainer’s IP and assets were sold to a good friend, and I’m ready to move on to the next stage of my life.
My ultimate goal in life is to lead my own gamedev team on self-sustaining projects - that is, our success and sales can support us well enough to carry us between releases.
If you want to contact me, you can do so at krgamestudios@gmail.com
Each Pokémon generation changed something fundemental about Pokémon as a whole. That’s not surprising of course, it would be surprising if it didn’t. But there’s something about looking back at the older games that gives an incredible insight to how the devs envisioned things in the mid-90s, and how the games were crafted. The gen 1 games in particular are notoroiously buggy, but that seems to have overshadowed just how well these games were designed. Yesterday, I started a playthrough of Pokémon Red alongside my brother (who is playing Pokémon Blue), and I want to touch on a few things I’ve found that are legitimately surprising and clever.
Spoiler warning for the early sections of Pokémon Red and Blue, but at this point I think you know most of it already.
Design Shelf: Dungeons & Duelists
So far, I’ve only posted two entries into the “Design Shelf” series - one was a TTRPG, the other was a TCG. Evidently, I have a fondness for these genres. In this post, let’s have a look at the classic tropes of Dungeons and Dragons (and TTRPGs in general), and see how we could work them into a TCG, akin to Magic: The Gathering (if WotC is reading this, I charge by the hour).
I’ve been making games since I was a kid - it’s been over 20 years since I first picked up GameMaker 6.1, and found my calling in life. In that time, I’ve fought and struggled, had some small successes and big failures. I’ve crawled through hell on my belly and came out the other end different, though not necessarily in a bad way.
I have a better understanding of myself, but one thing I always believed is that I wanted to make my own games, maybe even run my own studio. For the last two months, I’ve been contributing to a game that has made me reconsider this entirely.
Let me tell you about my experiences with The Mana World.