<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Design on Wizball Remake</title><link>http://craigchandler.xyz/wizball-remake/tags/design/</link><description>Recent content in Design on Wizball Remake</description><generator>Hugo -- 0.150.0</generator><language>en-au</language><lastBuildDate>Thu, 19 Mar 2026 00:00:00 +0000</lastBuildDate><atom:link href="http://craigchandler.xyz/wizball-remake/tags/design/index.xml" rel="self" type="application/rss+xml"/><item><title>Making It Easier To Dip Back In</title><link>http://craigchandler.xyz/wizball-remake/posts/2026-03-19-save-continue-day/</link><pubDate>Thu, 19 Mar 2026 00:00:00 +0000</pubDate><guid>http://craigchandler.xyz/wizball-remake/posts/2026-03-19-save-continue-day/</guid><description>&lt;p&gt;One thing that keeps coming back into focus is that the handheld version really wants a proper save-and-continue feature. Not because save systems are glamorous, and not because I am trying to turn this into some giant modern progression layer, but because the whole point of having WizBall on a small device is that I can pick it up for five or ten minutes and make some progress. Right now the shape of the game still assumes a longer, more deliberate sitting. The hardware is asking for something more interruptible.&lt;/p&gt;</description></item></channel></rss>