Devilish Details

Assassin’s Creed: Rogue: Upgrading the Game’s Upgrade System

Dr. Stone: Polygon Doesn’t Know What Isekai Is

Dr. Stone: Romanticizing the Mundane

Food Wars!: Terrible Education Method

Food Wars!: What Happened With Its Ending, and Why Isn’t It the Greatest?

Fragile Dreams: Farewell Ruins of the Moon: Amateur Game Design [Part I] – Suckish Combat

Fragile Dreams: Farewell Ruins of the Moon: Amateur Game Design [Part II] – Demoralizing Objectives

Fragile Dreams: Farewell Ruins of the Moon: Amateur Game Design [Part III] – Lazy Level Design

Goblin Slayer: Doing Interesting Things With Your Copy & Paste Races

Guardian of the Witch: Could Be Incredible (But It’s Not)

Hyper Light Drifter: The Immersive Hands-Off Approach of Its Tutorials and Design

Is It Wrong to Try to Pick Up Girls in a Dungeon?: Building Block Worldbuilding

Mary and the Witch’s Flower: Putting Stuff in Your Story and Actually Using It

Momodora: Reverie Under the Moonlight: How It Says So Much About Its Protagonist With So Little (And How It Could’ve Said More)

My Best Friend Is Dense Harem Main Character-kun, But Why Am I The Heroine?: Satisfy Your Audience By Giving Them Exactly What They Want Now

One Week Friends: A Character Experiment

Our Blood Oath: How It Squanders Its Second Chapter

Our Blood Oath: What It Can Learn From Tokyo Ghoul’s CCG

Pokémon Sword & Shield: Reworking the Gym Challenge

Square One: Is Terrible, But Is a Fantastic Example of How Not to Write a Novel

Square One: Make Your English Teacher Proud By Knowing What You’re Doing With Foil Characters

Stella Glow: Communication Between Protagonists and Antagonists

The Isolator: Tease Your Audience By Not Giving Them What They Want

Time Paradox Ghostwriter: Evaluating What It Could’ve Done With Its Moral Dilemma

Valkyria Chronicles 4: The Juxtaposing Approach to Killer Cutscenes

Weathering With You: Can’t Weather Your Name’s Quality

Xenoblade Chronicles 2: Writing Sex

your name. Fan Fiction: C3 Reads It