BELTRUNNER: game design postmortem

A developer explains the design choices behind an arcade game made for a game jam.

Author
Matt Sephton (gingerbeardman)
Published
30 July 2026
Kind
Personal blog postmortem by the game's developer
Original
blog.gingerbeardman.com/2026/07/30/beltrunner-game-design-postmortem/
Subject
Games and game design
Themes
Small means

What it is

Matt Sephton wrote this postmortem of Beltrunner, an original game entered in a jam. It explains how the design developed. It also says what the game demanded of the Jinks engine. It assumes the reader has played the game.

What it says

What evidence it gives

The post is the author's own account of design decisions and play-tests. It gives a table of the four acts and lists of power-ups and engine changes. It shows no code, no player data and no measurements beyond the line count.

Interests and limits

The author built both the game and the Jinks engine. The post presents those choices favourably. No outside players or sales are reported. The author says Jinks is still changing and is coy about how it works. The post covers one small game.