Devlog · Lumberjack Party
77 mini-games and what makes a round funny

There are 77 mini-games in Lumberjack Party. Some are races, some are about timing, some are about trusting the beaver next to you a little too much. A few of their names: Cut the Line, Tide Run, Log Rolling, Soap Lake, Hold Breath and Lightning Count. Out in the forest, felling a tree can pull the whole crew into one of them for a short round.
Seventy-seven is a lot, and not every idea deserves to stay. So every mini-game has to pass the same test we use for the whole game: do four people in a room laugh? These are the things we have learned to look for.
Short rounds
A mini-game is an interruption, so it has to be quick. If a round drags, people stop laughing and start checking the time. Short rounds also mean that losing one costs very little, and you are back in the forest arguing about it straight away.
A goal you can read in a second
Nobody wants to read a manual in the middle of a party. Each arena tells you what to do with a single line and a timer at the top of the screen. If we have to explain a rule twice, the rule changes.
Outcomes everyone can see
The best moments are the ones the whole room sees at once: a beaver sliding off a soapy lake, a log that rolls the wrong way, a tail slap that sends someone flying in a ragdoll heap. We would rather have one big, obvious mistake than ten small hidden ones.
Keeping the leader honest
Being in front should be fun, but not so comfortable that the round is decided early. In Cut the Line, for example, the player in the lead picks the next line, and chooses whether to make it harder or easier. It gives the leader something to do and the others something to shout about.
Arenas that feel like places
Every arena is a small piece of the forest with its own layout: birch trees, boulders, logs and paths. We avoid flat, empty floors. Ground made of dirt, stone and mud reads better and gives each round a bit of character.
Nothing harsh
Lots of players shouting at the same time is noisy enough on its own, so the game itself never shouts. No screeching alarms, no flashing warnings. The sound stays soft, and the round ends with a result, not a siren.
The image above shows Tail Battle from our in-development build. We will show more of the mini-games as they get their final art.