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hampalio.bsky.social
@hampalio.bsky.social
Tabletop game designer, general nerd about design theory, exploring the unique ways interactive art decorates choice.
https://hampalio.itch.io/
https://patreon.com/hampalio
me: I should challenge myself and branch out more, maybe try adapting or creating some more complex game mechanics

also me: Do a third DftQ game, make it a 2-player game about best-frenemies
November 18, 2025 at 11:46 PM
Making final edits on my fourth game, solo journaling alternating perspectives of a prehistoric wolf and a human nomad trying to survive winter. Story prompt cards from wolf's perspective; journaling nomad's perspective in the vibe of cave paintings. Behold sketches from one of my testers.
October 14, 2025 at 7:23 PM
TIL back in the day they meant 6" on the battle map (so detecting evil at a range of 30' for the characters in the narrative), but my first thought was paladins having to get practically nose-to-nose with somebody to give them a vibe check.
October 2, 2025 at 3:44 PM
Tested a mechanic for my next game to use an additional wandering joker for spiking in more dramatic story prompts. Decided it was redundant for this game, but might be composted into a future project. www.tabletopsimulator.com is useful for prototyping, creating props and rewinding time at will.
July 13, 2025 at 11:45 PM
Next game aims for a linear-ish story, but when tested with the Taba setup we didn't feel the escalation. Taking bigger swings in deck setup proved effective, more noticeable when the hearts are interrupted by a torrent of clubs, and feeling the pressure when the spades start closing in. (2/3)
June 20, 2025 at 1:49 AM