ECHOPLAYROOM OFFICIAL BLOG
Notes from the Playroom
We keep the experiments, failures, and discoveries behind every playable build.LATEST LOG
Latest posts
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