Hey, I'm Logan.
I make games.
A personal archive of game development. Projects, experiments, and thoughts from an indie developer.
I'm Logan, a solo indie game developer from Turkey. I build games, prototypes, and systems while documenting the development process along the way.
Released Critical Boom (iOS) and Long Rest (Steam). Currently working on Minerrr, an incremental mining game for PC. Reach me at imlogan.dev@gmail.com.
- Unity
- C#
- Godot
- Aseprite
- Blender
Things I've made.
Minerrr
An idle/incremental mining game. Click ores, earn money, hire workers, buy upgrades — sacrifice your progress for a permanent skill tree and a stronger next run.
Long Rest
Lead four auto-running heroes through dungeon runs. Open chests, outpace the curse, and spend loot on permanent upgrades between expeditions.
Critical Boom
A 1v1 bomb-battle arena where timing, strategy, and nerves of steel are all that stand between you and explosive domination. Bomberman-inspired.
Writing beyond devlogs.
The blueprint of fun: designing compelling game levels
Eight level-design principles with case studies from Mirror's Edge, Bioshock, Skyrim, Breath of the Wild, inFAMOUS, and Burnout Paradise.
Engage, repeat, reward: gameplay loops
Core, secondary, and meta loops — the rhythm and pulse of every memorable game. What makes some loops resonate while others fade?
The power of a well-crafted game design document
Why a GDD matters and how to structure one — gameplay, characters, story, mechanics, art, technical, and marketing.
Development logs and updates.
First devlog drops with Minerrr.
Build notes, chapter by chapter — what changed, what broke, what shipped this week. Subscribe below or follow on X to catch the first one when it lands.