July 2026
Adding Minigames to Events
I've been working on mini games lately. In Slay the Spire, events help shake things up, add some flavor, and bring a bit of risk vs reward into the mix. It's one of my favorite parts of that game.
The thing is, those events can feel a little one dimensional. I have similar events in LEXICON, but I wanted to take it up a notch, so I added a couple of extra event types built around simple minigames, things like pipes or an active reload style timing bar. It breaks things up a bit so the player isn't only building words the whole time. None of them are difficult, but you can win some good stuff, end up with a curse, or land a really great reward if you hit the tiniest spots.
It feels like a good fit for LEXICON specifically because the game is so heads down and cerebral. These moments work as a breather from all the word building, and they double as a small skill check, which is something regular play doesn't really offer. As I keep playtesting, I'm watching two things closely: whether the timing and aiming feels fair to players who are stronger at wordplay than reflexes, and whether failing an event and landing a curse feels like a meaningful risk instead of just a punishment. That's usually the line between a risk and reward moment feeling fun and players just avoiding the event altogether.