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ECHOPLAYROOM OFFICIAL BLOG

Notes from the Playroom

We keep the experiments, failures, and discoveries behind every playable build.

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KO

·3 min read

WARURU Devlog — Now on itch.io

A Korean-language devlog on WARURU's first five days: narrowing a virtual neighborhood down to one building, reworking collapses from playtest feedback, and releasing the browser version on itch.io.Read post
KO

·3 min read

Making a Game Building Collapse Like the Real Thing

Cut a column and the floors hanging from it give way; push the center of mass past the base and the whole thing tips over. Notes on WARURU, a physics sandbox with 10 buildings, weapons, earthquakes and missions.Read post
KO

·6 min read

From Gray Boxes to an itch.io Playtest

A Korean development diary of Yanghwa Bridge: building combat feel, explosions, a nighttime battlefield, and mobile controls from a graybox prototype.Read post
KO

·3 min read

Everything Works, So Why Doesn't It Feel Like a Game?

Movement, attacks, and scoring all work — yet it still looks like a prototype. The missing part is the response to input, not the art.Read post
KO

·3 min read

가끔은 도파민 안터지는 게임도 있을수 있잖아

딱히 도파민을 뿜어내진 않지만 그럭 저럭 어릴적을 회상하며 잠시 놀아 볼 수 있는 공간이 되었다.Read post
KO

·2 min read

I Wanted to Build the Softest, Brightest Game I Could

How a tiny color study with a few flowers and trees grew into Honey Dream, a pastel idle beekeeping game.Read post
KO

·11 min read

20 Days of Building Games After a Hackathon Rejection — Part 2

The second half of a 20-day build log, from asset tooling and story experiments to the final hackathon crunch.Read post
KO

·28 min read

20 Days of Building Games After a Hackathon Rejection — Part 1

A Korean-language development diary spanning the first game through Joseon Sniper.Read post