A single-player coin flip-and-write game built inside a tight design challenge: coins, pencil, and paper only, under ten minutes, solo. You're a dwarven smith, and every flip of the hammer is a flip of a coin.
Forge & Glory started as a design challenge: build a game about flipping coins. That’s it. The rest was a box of constraints, and the fun was seeing how much game I could fit inside it.
The challenge came with five restrictions:
The interesting part is that these constraints fight each other. Solo play removes the tension an opponent usually provides. A sub-10-minute runtime means there’s no room for a slow build. And “flipping coins” is about the lowest-agency action in games: a binary event you don’t control. My entire design goal was to create engaging systems around an otherwise pretty unengaging activity for players.
You play a dwarven smith over 5 rounds. Each round is the same rhythm:
Clear all five thresholds and your total score earns a smithing title:
| Total Score | Title | |
|---|---|---|
| < 50 | Apprentice | Back to the mines with you. |
| 50–100 | Journeyman | Solid work, solid dwarf. You earned a beer! |
| 100–170 | Craftsman | The masters nod in approval. |
| 170–300 | Forgemaster | Songs will be sung of your work. |
| 300+ | Runelord | A legend is born. |
A coin flip is a single binary event with no player input. If that’s the whole game, there are no decisions, just outcomes. So the design question became: how do you turn “I flipped a coin” into “I made an interesting choice”? Three ideas did the heavy lifting.
The core insight is that every coin does double duty. The flip is the randomizer, but the coin it produces is then a resource you spend. The player gains agency by deciding where to place their coin - similar to many worker placement mechanics in board games.
Better still, the coin has two dimensions: its type (Quarter / Nickel / Dime) and its face (Heads / Tails). Forge Recipes built off both: FORGE FUMES! wants one Quarter Heads and one Quarter Tails; ALLOYS FOR ALL! wants three different coins all showing the same face. By using both elements of the coin I gained a new area of depth to help me build the design skeleton around the forge recipes - this is without any added complexity as reading coin types and faces is a low mental tax.
You only flip about six coins a round, so every one matters. A few rules turn that scarcity into pressure:
FINESSE IT! doubles the score of another recipe fulfilled this round, so you have to sequence your builds to line up the multiplier; the coins are the same, but the order is a decision. The design skeleton for the recipes made use many different axis and mechanics which made the synergies easy for the player to see.The reward and XP system is where the replayability lives. Every recipe has three tiers, and you spend XP gained from your round score to level up your recipes. That creates a snowball: a strong round funds better recipes, which power a bigger round, which clears a higher bar.
Because it’s solo, that engine has to supply its own tension, so the thresholds escalate every round and the recipes interlock. SILVER POLISH! permanently grows your coin pool; ALLOYS FOR ALL! can enchant another recipe for the rest of the game; TEMPERED STEEL! lets you reflip. The result is that a five-minute solo game still delivers an satisfying arc (small first strikes building to a late-round engine), and no two runs level up the same way. The randomness of a coin becomes the input to a decision engine rather than the whole experience.
I started by sketching out some ideas for 3 different prototypes I could rapidly test on paper. One that ended up becoming Forge and Glory, one I called “Boxes and Traps”, and finally a Pachinko style roguelite game.
I used Figma to design the final rulebook ledger.
Forge & Glory was submitted as a design challenge as part of a Systems and Progression design course that I took through GameDesignSkills and it received high-praise from my instructors.
However, it did fall short of one of it’s design pillars. The game is nowhere near 10 minutes long. It sits more in the 20-30min range. I beleive I can cut some complexity down by redesigning the ledger to have a less complicated UI/UX which would reduce playtime. Ideally, I could get all the rules right into the ledger itself, especially if I used different paper sizes.