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Beltrunner: Game Design Postmortem

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Why This Matters

The development of BELTRUNNER showcases innovative game design techniques using a lightweight, custom game engine that emphasizes rapid prototyping and iterative design. This approach highlights the importance of embracing chaos and unpredictability in gameplay, which can lead to more engaging experiences. For the industry and consumers, it demonstrates how accessible tools can foster creativity and streamline game development processes.

Key Takeaways

2026-07-30

14 mins read

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Last week I shared a look at an arcade-faithful version of Asteroids to demonstrate the totally new way of making games that I’ve been working on. It’s called Jinks and it’s a lightweight game-engine, interactive development environment, and a language of sorts.

This post is a game design postmortem for BELTRUNNER, an original game built from the same bones of Asteroids, and my entry into #GMTKjam 2026. Roughly 1,300 lines for a whole game you can finish. Built on the same system, in same succinct language, with all the same nicities, though I’ll continue to stay a little coy about the machinery for now, mostly because things are still changing so much every day. Things need to settle down so I can describe what it is rather than what it used to be.

What I do want to talk about are the design methods that made it in, the ones that didn’t, and the bits the system had to grow so the game could exist. A lot of the methods are old, which is the point.

<a href="https://gingerbeardman.itch.io/beltrunner">BELTRUNNER by gingerbeardman</a>

Explorations

The prototype was nothing like Asteroids at all. I built an orbital shooter perhaps more like Space Duel: numbered targets on fixed shells around a central sun. As with everything made in Jinks it was quick to bring up, but playing it just wasn’t fun. I had to decided whether it showed promise, and I don’t think it did.

Deterministic orbits are sitting ducks. Asteroids’ fun is its unpredictable rock drift—the dodging, not the shooting gallery. Lesson kept: motion chaos is the fun engine; target arrangement is not. Salvage kept: numbered targets, the highlight, the chain, and it got me thinking about the song “Countdown” by Phoenix (Bankrupt!, 2013).

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