{
  "$type": "site.standard.document",
  "bskyPostRef": {
    "cid": "bafyreifebpo2m3xs74slzk7yizydvisbfxm3gpndgfisi5pvazppaue7qa",
    "uri": "at://did:plc:ni5eohohmlxqayqdhebpppzv/app.bsky.feed.post/3mi67y6xzvvy2"
  },
  "coverImage": {
    "$type": "blob",
    "ref": {
      "$link": "bafkreicpilsxy32opsrcaopzissfarmckn2xvwldf742yszbofsdjh757e"
    },
    "mimeType": "image/jpeg",
    "size": 49346
  },
  "path": "/inkle-kaleidoscope-book",
  "publishedAt": "2026-03-28T11:02:30.000Z",
  "site": "https://www.eurogamer.net",
  "tags": [
    "A Highland Song",
    "Indie",
    "Single Player",
    "80 Days",
    "Sorcery! Parts 1 & 2",
    "Tri Synergy",
    "Pendragon",
    "Third person",
    "Heaven's Vault",
    "Puzzle",
    "Mac",
    "Visual Novel & Dating",
    "inkle",
    "Psygnosis",
    "Mystery",
    "PC",
    "Rhythm",
    "Overboard",
    "First person",
    "Text",
    "iOS",
    "Frogwares",
    "PS4",
    "Platformer",
    "Action Adventure",
    "Horror",
    "Expelled!",
    "TR-49",
    "Bird view / Isometric",
    "Story Rich",
    "Strategy",
    "Multiplayer Competitive",
    "Side view",
    "RPG",
    "Auditory",
    "Nintendo Switch",
    "Android",
    "Point and Click",
    "Read more"
  ],
  "textContent": "Have you ever wondered what game writers think about games, or about how __ game writers think about games? When a story doesn't click for you or when the writing jars, do you take a moment to wonder why? What is the thought behind this? What are the steps, the processes, the logic? Why are some things good and some things great? Is there a science behind it, and if there is, what is it? A new book published by Inkle - the celebrated British studio responsible for TR-49, Heaven's Vault, 80 Days, A Highland Song, Expelled!, and plenty more - hopes to show us.\n\nRead more",
  "title": "\"Suck my toes, my darling\" - Inkle's book of essays by game writers reveals the secrets behind the worlds we play in"
}