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Devlog
Kenoma: Action Without Action
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Devlog
Who Am I? Who Are You?
September 26, 2025
by
BrukhoLevin
#player fantasy, #examples, #short
Many games base their design decisions on evoking certain emotions. Making you feel the stuff of a fantasy adventurer, noire detective, super-soldier, etc., being an explicit target for the developer...
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Inspirations; or, "Dark Souls" Meets "Zork" In This New Indie Instant-Classic
September 19, 2025
by
BrukhoLevin
A common way for developers to pitch or market a game is to describe it as a combination of two or three preexisting games. Usually these other games are popular and successful in some way. This is br...
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Making Games Fast is Easy Without Game Mechanics or Stories
September 12, 2025
by
BrukhoLevin
Despite having been “in development” for about 3 calendar years now, Kenoma has not actually taken that long to construct. Various episodes within my life have required that I step away from the p...
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Seeing Things: Bichromatic Action (Without Action)
September 05, 2025
by
BrukhoLevin
What a video game looks like is quite important. Before anything else, people will typically know and remember what a game looks like. And beyond first impressions, a game’s visual style must also m...
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In Two Places at Once; or, "How's My Gimmick? Call 1-800-XXX-XXXX"
August 29, 2025
by
BrukhoLevin
It’s no big secret that Kenoma’s main gimmick is the whole “two worlds” thing. Other games have done it, most prominently Titanfall 2 (“Effect and Cause” even has its own Wikipedia page!)...
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Readable Esoterics, Findable Solutions
August 22, 2025
by
BrukhoLevin
Kenoma is a game without combat, and where moment-to-moment traversal is at most a minor obstacle. So, the core obstructions keeping you from your objectives have to be puzzle-based. Not necessarily s...
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How Does an Unreal World Sound? (Music, Effects, Abstraction)
August 14, 2025
by
BrukhoLevin
In a utilitarian sense, music and sound effects are tools. Their use is to set tone and provide feedback to player actions. The right music underscores and surrounds both the narrative and game-play,...
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Fact, Fiction, Action Without Action
August 08, 2025
by
BrukhoLevin
There were two extra-narrative guiding principles I kept in mind while writing for Kenoma. Around every story beat, every character, every word, these were there: no allegory, and no literalism. I bel...
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Background, and the Notes You Don't Play
August 01, 2025
by
BrukhoLevin
If a game takes place in a world that’s not our own, one concept tends to dominate the discussion of its plot: Lore. What has happened, what has been prophesied, who did what, where, and why. This i...
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Making Ghosts: Player Character Evolution
July 25, 2025
by
BrukhoLevin
In the previous post, I enclosed this image: Drawn sometime in September of 2021, approximately a year before even the idea of Kenoma came to be. This was the first depiction of what would eventually...
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Opening Crawl, A Brief History
July 18, 2025
by
BrukhoLevin
Kenoma is in a somewhat unique position: at this point in the cycle, it is boring to watch. No major elements are being added or changed, the game is just being checked for defects. This will likely t...
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