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Michał Chwistek

@kwisc.bsky.social
430 followers 246 following 224 posts

Lead Game Designer in Polished Games (Be My Horde). Writing about game design and game dev. Previously game journalist for over 10 years. store.steampowered.com/app/2499520

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Michał Chwistek @kwisc.bsky.social · 27/02/2026
Thank you! It feels awesome to read a comment like this 😊 It makes me want to jump back on my PC and make the game better and better:)
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Michał Chwistek @kwisc.bsky.social · 06/01/2026
Clair Obscure is a phenomenal and strikingly relevant game about… AI. #clairobscur #expedition33 #gamedev #gamedesign open.substack.com/pub/kwiscgam...
open.substack.com
Clair Obscure is a phenomenal and strikingly relevant game about… AI.
The main theme of Expedition 33 is, of course, grief and the attempt to come to terms with the loss of loved ones.
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Michał Chwistek @kwisc.bsky.social · 10/12/2025
In Be My Horde, there’s no such thing as too many explosions! 😄 I definitely recommend sheep explosion build after last update 🐑 #indiedev #bemuhorde #indiegames #indies
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Michał Chwistek @kwisc.bsky.social · 20/09/2025
Silksong’s Singing Bugs Matter More Than You Think As we explore the underground realms of Silksong, we come across bugs singing in their strange insect language. This not only builds atmosphere, but it also serves a deeper purpose. #gamedev #silksong #gamedesign open.substack.com/pub/kwiscgam...
open.substack.com
Why Silksong’s Singing Bugs Matter More Than You Think
How a quirky detail becomes a powerful design tool
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Michał Chwistek @kwisc.bsky.social · 18/09/2025
▶️ Why I Love the Red Flowers in Silksong (When Most Players Hate Them) 🌸 In my blog post, I take a closer look at the red flower mechanic. Why do so many players find it frustrating, while for me it was one of the best moments in the game? #silksong #gamedesign open.substack.com/pub/kwiscgam...
open.substack.com
Why I Love the Red Flowers in Silksong (When Most Players Hate Them)
Trust me—I’m not amazing at it.
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Michał Chwistek @kwisc.bsky.social · 04/09/2025
Dzięki. Wygląda super:)
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Michał Chwistek @kwisc.bsky.social · 04/09/2025
@gamediscoverco.bsky.social would be great to see your analysis of Shinobi and Ninja Gaiden Ragebound releases. It’s rare to see so similar game released so close to each other. Main differences: 1. Art style. 2. Marketing How big of a difference they made? Was Shinobi 2x bigger only on Steam?
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Michał Chwistek @kwisc.bsky.social · 03/09/2025
Na Steamie ukazała się bardzo ciekawa rzecz. "Intuitive Level Design" to taki kurs level designu w formie interaktywnej piaskownicy. Chodzimy po lokacji i czytamy sobie różne porady dotyczące projektowania poziomów. Byłoby fajnie, jakby więcej osób wrzucało tego typu treści. Znacie coś podobnego?
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Michał Chwistek @kwisc.bsky.social · 25/05/2025
First, the French made a jRPG better than the Japanese. Now it looks like the Poles have made a Bethesda-style RPG better than Bethesda’s latest one 😉 Tainted Grail has already hit almost 25k (!) peak players and 90% (!!) positive among the latest 2000! Bethesda fans don’t care about bugs 😉
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Michał Chwistek @kwisc.bsky.social · 27/03/2025
Had enough of remasters? How about a remaster of a game that came out in Early Access just a year ago? 😄 Be My Horde got a “small” facelift today. What do you think? Last screenshot ofc;) On top of that, we’ve added a few new perks, introduced the “No Perk Mode” and more. #indiegames #indiedev
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Michał Chwistek @kwisc.bsky.social · 07/02/2025
My indie game: Beginning VS Ending The intensity changes a little 😉 PS. I recommend watching with the sound on! :) #bemyhorde #indiedev #indiegames #gamedesign #gamedev #games
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Michał Chwistek @kwisc.bsky.social · 01/02/2025
Nine Sols is great. Amazing boss fights design:)
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Michał Chwistek @kwisc.bsky.social · 01/02/2025
Number of units is definitely one of the biggest problem and at the same time the best thing in games about necromancy:D We don’t have any limit yet but it can cost… some frames ^^ PS. Screenshot from one of our players PS2. Good luck with the game. Looks great:)
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Michał Chwistek @kwisc.bsky.social · 31/01/2025
Jedynka jest super:) Idealne połączenie story, kości i muzyki. A do tego gra daje super swobodę w kierowaniu losami swojej postaci. Kiedyś się rozpisałem o tym trochę więcej na blogu: kwiscgamedesign.substack.com/p/game-desig...
kwiscgamedesign.substack.com
Game Design In "Citizen Sleeper"
Większość gier RPG opiera się na dwóch podstawowych fundamentach: walce oraz wyborach dokonywanych w trakcie dialogów.
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Michał Chwistek @kwisc.bsky.social · 31/01/2025
I misunderstood “too simplistic” in your previous post;)
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Michał Chwistek @kwisc.bsky.social · 31/01/2025
The post isn’t entirely serious, but the music in Astro is awesome:p But tbh I would never consider any form of art inferior just because it’s simple:>
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Michał Chwistek @kwisc.bsky.social · 31/01/2025
Now I understand why Astro Bot won Game of the Year at TGA, but I don’t understand why it didn’t win for music as well :> #astrobot #games
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Michał Chwistek @kwisc.bsky.social · 27/01/2025
Taki jest plan. Może uda się dzisiaj coś dodać. Zawsze czasu brak:(
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Michał Chwistek @kwisc.bsky.social · 26/01/2025
7️⃣ Don’t flip someone’s idea upside down. Suggest alternatives, but focus on improving their vision rather than tearing it apart. Supporting others’ ideas will lead to better teamwork and, ultimately, better results.
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Michał Chwistek @kwisc.bsky.social · 26/01/2025
6️⃣ Pick your battles. Don’t argue endlessly over trivial things like an NPC’s hat color. Save your energy for important matters. When you let small things go, compromise becomes easier on bigger, more critical issues.
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Michał Chwistek @kwisc.bsky.social · 26/01/2025
…If you must draw or write something, keep it basic—just enough to suggest a solution. A specialist will take your idea and make it 100x better. Trust me, I’ve made that mistake. 5️⃣ You’re not always right. Listen to arguments. Better solutions lead to better games, not personal wins.
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Michał Chwistek @kwisc.bsky.social · 26/01/2025
3️⃣ Avoid giving ready-made solutions. Let the other person have the satisfaction of finding them. Guide them, show the direction, but let them do their work. 4️⃣ Never try to outdo an expert in their field. Your quick fixes will rarely be better…
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Michał Chwistek @kwisc.bsky.social · 26/01/2025
1️⃣ If you’re not an expert in a field, say so. Frame your comments as suggestions, not gospel truths. No one knows everything. 2️⃣ Point out issues, but also highlight positives. Maybe it’s a great idea with poor execution—or great execution with a flawed concept.
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Michał Chwistek @kwisc.bsky.social · 26/01/2025
…Use the power of solid arguments (as I discussed in part 1 of this series), but even that might not always be enough. Your tone and approach matter. This skill takes practice—and mistakes—but here are some methods I’ve developed over time:
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Michał Chwistek @kwisc.bsky.social · 26/01/2025
GIVING FEEDBACK Giving feedback is even harder than spotting issues—especially in a discipline you’re not an expert in. No one likes a designer who “knows everything” but can’t draw a proper circle. How you deliver feedback is as important as what you say…
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Michał Chwistek @kwisc.bsky.social · 26/01/2025
3️⃣ Be aware of your limitations. I love giving feedback, but I know I’m clueless about music. Luckily, I rely on other designer and our tester for that (shoutout to Kuba and Ania!). Being honest about your expertise makes your feedback more collaborative…
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Michał Chwistek @kwisc.bsky.social · 26/01/2025
…This is why it helps if a designer has a general knowledge of different disciplines: 1️⃣ They don’t need to draw, but should know what style supports their design, find references, or explain what doesn’t work—and why. 2️⃣ The more they know about art, music, writing, UI, directing, etc., the better.
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Michał Chwistek @kwisc.bsky.social · 26/01/2025
…Designers can notice things a artist might miss—not because they lack skill, but because they don’t understand gameplay on the same level. The best scenario? An artist who’s also a strong designer. (Shoutout to @dushka-techart.bsky.social from @polishedgames!) But that’s not always possible…
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Michał Chwistek @kwisc.bsky.social · 26/01/2025
INTERDISCIPLINARITY Games are a blend of many art forms: music, graphics, narrative, etc. All these elements interact with gameplay and should enhance it. Since designers understand gameplay best, their feedback is incredibly valuable…
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Michał Chwistek @kwisc.bsky.social · 26/01/2025
🧵 What They Don’t Teach About Game Design #2 GOOD FEEDBACK: Critiquing the Right Way Providing GOOD feedback in the RIGHT way is a crucial skill for any designer. And it’s not just about design feedback. PS: At the end, I’m sharing some practical tips. #gamedev #gamedesign #indiedev
media.tenor.com
a stuffed animal with the words i 'm going to sit and complain below it
ALT: a stuffed animal with the words i 'm going to sit and complain below it
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Michał Chwistek @kwisc.bsky.social · 26/01/2025
The screenshots might be misleading—it’s partly sci-fi, but also partly a narrative about the lives of Chinese immigrants in Canada and growing up. Highly recommended, especially for parents with daughters.
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Michał Chwistek @kwisc.bsky.social · 26/01/2025
I haven’t played such a well-written and directed game as 1000xResist in a long time. I’ve only spent 2-3h on it so far, but it’s a pleasure to watch (great framing) and listen to (full VO). Brilliant ideas, directing , and storytelling. Great job @sunsetvisitor.studio and @fellowtraveller.games
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Michał Chwistek @kwisc.bsky.social · 24/01/2025
9. THANK YOU! If you enjoyed this thread, consider following or sharing. It helps these posts reach more people. Thanks for reading, and keep designing amazing games! 😊 9/9 #gamedev #gamedesign #kwiscgamedesign
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Michał Chwistek @kwisc.bsky.social · 24/01/2025
8. STICK TO YOUR GUNS, BUT HAVE BETTER AMMO Sometimes the team disagrees with your idea, even if you’re certain it’s great. Instead of giving up, take a break, find better arguments, and try again. If you truly believe in it, keep pushing. Teams and leads aren’t always right! 8/9
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Michał Chwistek @kwisc.bsky.social · 24/01/2025
7. SWALLOWING YOUR PRIDE (AND THE ARGUMENT) It’s even harder to accept good arguments against your ideas. Imagine: You’ve spent all day perfecting your idea, only to hear solid counterpoints from your team. Letting go of “your baby” is painful but essential for growth in game development. 7/9
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Michał Chwistek @kwisc.bsky.social · 24/01/2025
6. WHY GAME KNOWLEDGE IS YOUR SECRET WEAPON Understanding why games use specific solutions is vital. Teams rely on well-informed arguments. Your knowledge of game design, systems, and player experience is your greatest tool for persuading others. 6/9
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Michał Chwistek @kwisc.bsky.social · 24/01/2025
5. CRAFTING ARGUMENTS THAT EVEN YOUR CAT CAN'T DISPUTE To convince someone, use arguments they can’t easily refute. Example: In Be My Horde, units lack detail because zoomed-out cameras make detail useless or ugly. This reasoning is simple and hard to challenge. Strong arguments help teams align5/9
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Michał Chwistek @kwisc.bsky.social · 24/01/2025
4. BORROWING FROM THE GREATS? THINK AGAIN Saying “Hades, Elden Ring, or Witcher did this” isn’t a strong argument. 1️⃣ Great games still make mistakes. 2️⃣ What works in Game X won’t always work in Game Y, even within the same genre. Games are complex systems, and copying without context can fail. 4/9
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Michał Chwistek @kwisc.bsky.social · 24/01/2025
3. PERSUASION MATTERS You want your team to embrace your ideas because they believe in them. This requires clear, solid arguments. “Because I said so” won’t cut it. Neither will weak examples like “because great game X did it.” 3/9
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Michał Chwistek @kwisc.bsky.social · 24/01/2025
2. BECAUSE I SAID SO! A designer’s job involves discussing, arguing, and justifying. Saying “because I said so” isn’t enough. As a junior, no one will listen. As a creative director, people might comply—but they won’t want to work with you. 2/9
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Michał Chwistek @kwisc.bsky.social · 24/01/2025
🧵What They Don’t Teach About Game Design #1 : THE POWER OF ARGUMENTS There are many guides on how to make or design games, but they often skip key skills. One of the most vital is the ability to argue and accept arguments - lets see why it’s key in game design. 1/9 #gamedev #gamedesign #indiedev
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Michał Chwistek @kwisc.bsky.social · 24/01/2025
Nice. Taki status wygląda zacnie:D
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Michał Chwistek @kwisc.bsky.social · 23/01/2025
Dzieki:)
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Michał Chwistek @kwisc.bsky.social · 23/01/2025
Thank you:)
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Michał Chwistek @kwisc.bsky.social · 23/01/2025
Thank you! It feels great to know that all the things I’ve done over the years in my free time weren’t wasted:)
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Michał Chwistek @kwisc.bsky.social · 23/01/2025
Over a year ago, I almost gave up on looking for a job in game dev. Today, I’ve officially become the Lead Designer at @polishedgames 😊 Last 14 month were amazing and I m super lucky that I can work with such a great team on Be My Horde. Indie studio are the best:) #gamedev #gamedesign #indiedev
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Michał Chwistek @kwisc.bsky.social · 17/01/2025
8️⃣ PS. I recommend Golden Dragon, where you not only face time limits but also rely solely on autosave. Every choice feels more emotionally significant than the hardest decisions in top RPGs.
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Michał Chwistek @kwisc.bsky.social · 17/01/2025
7️⃣ Ofc not everyone will enjoy this. But not every game needs to appeal to everyone. Just like Souls games—while not for everyone, their difficulty delivers incredibly powerful emotional experiences. That’s why I’m rooting for Dawnwalker! It could open doors to entirely new AAA gaming experiences.
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Michał Chwistek @kwisc.bsky.social · 17/01/2025
6️⃣ If a player only has time to complete one of three tasks, they are forced to choose inaction for the other two. There’s no other way. It’s still a tough decision, but it feels easier because it’s framed within clear rules and becomes mandatory.Inaction increases narrative depth and replayability.
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Michał Chwistek @kwisc.bsky.social · 17/01/2025
5️⃣ To act morally in a game, players would need to sacrifice something valuable in-game—the chance to complete a quest. That’s a truly tough choice! But few will make it on their own. That’s why players need to be subtly forced into this. Limited resources like time work brilliantly here.
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