Nick Bentley Makes Games
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nickbentley.bsky.social
Nick Bentley Makes Games
@nickbentley.bsky.social
Posts about game design.

Director of Game Design at Dolphin Hat Games (Taco Cat Goat Cheese Pizza), former President of Underdog Games Studio (The Trekking Trilogy), former Director of Online Marketing at North Star Games, former Neuroscientist.
Tech tip for tabletop game designers:

For me, Data Merge for Figma (which requires a plugin called "Google Sheets Sync") is less fiddly and more reliable than Data Merge for Adobe products. It's AWESOME.

Made this deck and populated directly into print-and-play template with a click.

🎲✂️(1/2)
November 2, 2025 at 3:36 PM
My company's bestselling game is outselling UNO on Amazon.

Sales are similarly strong in all channels.

I just joined the company & played no part in this success, but I'm grateful to work at a publisher of one of Earth's bestselling games.

It affords a stability rare in this industry.

AMA 🎲✂️
October 22, 2025 at 5:52 PM
While working on a game, the designer becomes blind to what confuses new players.

But word-of-mouth is only possible for a game with a great first play.

So: frequent testing with first-timers is critical

(as is "blind testing" where players learn from the rulebook without help).

🎲✂️
August 2, 2025 at 2:19 PM
Designers sometimes over-anchor to the satisfaction that comes when mechanics fit neatly.

But players generally care more about fun.

The ideal is fun AND clean, but no game is perfect, so we can't always have both.

🎲✂️
July 26, 2025 at 5:16 PM
For many, this takes deliberate practice, sometimes a mountain of it. But if you're like me, it's a godsend.

By learning to see all criticism as a gift, a breadcrumb on the trail to truth, I've come to learn faster and savor the craft more deeply - both of which have sharpened me.

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July 25, 2025 at 3:18 PM
Thought experiment:

If I learned all my game design knowledge would soon be erased, but I could leave a 5-word message to my future self about how to design well, what would it be?

🎲✂️ Current best answer:
July 21, 2025 at 6:26 PM
A mistakes I made in my time at Underdog Games:

I created the name Trekking through History, and then pushed us to make it.

I now prefer Trekking through Time

It sounds better & highlights your time-traveler role.

It's more fun, and communicates the game well.

🎲✂️
July 19, 2025 at 6:05 PM
Going through games I’ve worked on, came across this one I did art direction for.

I have a soft spot for it because of comments like this:

“This is one of the dumbest games I have ever played, and also the hardest I have laughed with my board game group.”
June 5, 2025 at 4:19 PM
Got the production sample for the last game I’ll design for Underdog Games for the foreseeable future.

Happy with how it turned out, gonna miss Underdog.
May 21, 2025 at 1:52 PM
Something we’ve begun doing that pleases me endlessly:

Pre-shuffling decks of cards so players don’t have to shuffle before their first game.
May 20, 2025 at 3:02 PM
less suggestive version
May 10, 2025 at 8:55 PM
To make a game a publisher wants to license, know its marketing funnel and design games optimized for it.

The best game for Kickstarter isn't the best game for Tiktok, which isn't the best game for a Facebook funnel to Amazon, etc.

(First study what kinds of games do best in each funnel)

🎲✂️
May 9, 2025 at 4:54 PM
May 8, 2025 at 5:29 PM
I'm fascinated how board games' online footprints often don't reflect their sales.

I recently learned the total number of copies of Tokaido in circulation and was surprised how small it is.

Its online presence seems larger to me than that of our own similar game, and yet:
May 3, 2025 at 2:29 PM
Also: if you read this thread, which of these titles feels most right to you, and why?

🎲✂️(9/9)
April 28, 2025 at 8:03 PM
The largest creatures are eaten by packs of the smallest:

🎲✂️(6/9)
April 28, 2025 at 8:03 PM
When you grow a creature, it eats all neighboring opponent creatures one size smaller:

🎲✂️(5/9)
April 28, 2025 at 8:03 PM
It’s a game where you “grow” creatures as polyominoes:

🎲✂️(4/9)
April 28, 2025 at 8:03 PM
If those ads collect emails cheaply, then - and only then - they start building the game.

That means they’re testing real demand *before* investing time and money.

For example, this great-selling game was an ad before it was a game:

🎲✂️(4/5)
April 24, 2025 at 7:47 PM
To make a game that sells, you have to pick the right project in the first place.

Picking well is as hard as designing well, but rarely discussed.

This thread is about a company with a cool and effective method for picking: Very Special Games.

🎲✂️(1/5)
April 24, 2025 at 7:47 PM
Skyjo, the best-seller in this space (and a colossal best-seller by any standard), was my “one to beat”.

Many hobbyists dismiss games like Skyjo, but not me.

I believe it nails something essential for its audience.

🎲✂️(7/9)
April 23, 2025 at 6:41 PM
We’ll see how I did when the game launches later this year, but here’s the thinking behind it, starting with an obvious question:

Why make a game in a crowded genre?

🎲✂️(2/9)
April 23, 2025 at 6:41 PM
This is the last game I'll design for Underdog Games before leaving at the end of May.

It's a mass market card game based on the classic card game Golf - a genre with lots of entries.

I studied them deeply in an attempt to create something with distinction.

🎲✂️(1/9)
April 23, 2025 at 6:41 PM
When I first heard about premortems, I didn’t give them much weight.

I’d jot one down half-heartedly, then dive into a project headfirst.

That changed after a big one flopped.

🎲✂️(1/5)
April 22, 2025 at 8:34 PM
Woah! That's 1st Edition. Do you know the game is now on it's 3rd Edition?

boardgamegeek.com/boardgame/42...

(source: me - I manage the studio that makes this game)
April 20, 2025 at 4:13 AM