{"id":1143890,"date":"2026-02-06T12:31:12","date_gmt":"2026-02-06T12:31:12","guid":{"rendered":"https:\/\/www.polygon.com\/?p=536336"},"modified":"2026-02-06T12:31:12","modified_gmt":"2026-02-06T12:31:12","slug":"3-things-game-creators-can-learn-from-the-balatro-devs-diary","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/3-things-game-creators-can-learn-from-the-balatro-devs-diary\/","title":{"rendered":"3 things game creators can learn from the Balatro dev\u2019s diary"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/03\/3-things-game-creators-can-learn-from-the-balatro-devs-diary.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-text-align-none\">Developer LocalThunk, the anonymous individual who made<em> <a href=\"https:\/\/www.polygon.com\/reviews\/24084564\/balatro-review-poker-game-deck-building-roguelite\">Balatro<\/a><\/em>, recently published an extensive breakdown of <a href=\"https:\/\/localthunk.com\/blog\/balatro-timeline-3aarh\">how they made the game<\/a>. The post, which details all the milestones involved with launching the indie game, goes deep on personal experiences, from self-doubt and disbelief at his success to <a href=\"https:\/\/www.polygon.com\/gaming\/536254\/localthunk-balatro-developer-diary-post-mental-health\">serious health concerns and anxiety attacks<\/a>. It\u2019s also about the lessons he learned about making and marketing a game that went on to sell millions of copies and won awards and nominations against the odds.<\/p>\n<p class=\"has-text-align-none\">There are a lot of warnings developers can take from LocalThunk\u2019s story, like when he admonishes himself for delaying going to the doctor so he could keep working on the game during an important period. In fact, I think any creative person can learn a few things from the post. But many of them will be even more relevant for game developers. Here are three key takeaways.<\/p>\n<h2 class=\"wp-block-heading\">Listen to your playtesters<\/h2>\n<p class=\"has-text-align-none\">LocalThunk\u2019s story has plenty of moments that point to the dev\u2019s humble nature, including his proclivity for feedback and his willingness to implement it. At several points during the development of <em>Balatro<\/em>, LocalThunk relied heavily on people who played early builds \u2014 at first, his friends, and later, a group of playtesters.<\/p>\n<p class=\"has-text-align-none\">That feedback wasn\u2019t always constructive. Sometimes, it was the push he needed to keep writing code.<\/p>\n<p class=\"has-text-align-none\">\u201cIt was really great knowing that this game was actually being enjoyed by someone I know, and I wanted to prove to him, my other friends, my partner, my family, and myself that I could make something really fun and interesting,\u201d he wrote of his feelings after receiving \u201cunexpectedly high\u201d praise from a friend he shared a beta with in August 2022.<\/p>\n<p class=\"has-text-align-none\">By May 2023, listening to these playtesters became an official part of his strategy: \u201cThis marks the beginning of a more player-focused development strategy I would adhere to instead of just listening to my gut all the time.\u201d<\/p>\n<h2 class=\"wp-block-heading\">Hire expert help if you can<\/h2>\n<p class=\"has-text-align-none\">Sometimes asking for help involves calling a doctor when you have an anxiety attack, like LocalThunk did a month before <em>Balatro<\/em> was released. Sometimes it looks like calling in support for things that are becoming huge roadblocks, or things you\u2019re not an expert in, like writing music.<\/p>\n<p class=\"has-text-align-none\">\u201cI contacted <a href=\"https:\/\/www.mobygames.com\/person\/1646873\/luis-clemente\/\">Luis Clemente<\/a> on the freelance website Fiverr and he delivered an absolutely amazing soundtrack for Joker Poker,\u201d LocalThunk wrote, using the game\u2019s placeholder name at the time, about a year before launch. \u201cI was very nervous about this because it was (at the time) the only money I had spent or planned to spend on the game.\u201d The game\u2019s iconic music panned out swimmingly for LocalThunk and Clemente.<\/p>\n<p class=\"has-text-align-none\">Another roadblock that required LocalThunk to hire help was porting the game to as many platforms as possible \u2014 something publisher Playstack felt was important to the game\u2019s success. He describes spending several months on porting efforts before hiring developer Maarten De Meyer to help. He also hired a lawyer to help him negotiate his publishing deal, and his confidence was boosted up from perhaps the most important help any creative can get: support from your parents.<\/p>\n<h2 class=\"wp-block-heading\">Take breaks<\/h2>\n<p class=\"has-text-align-none\">While LocalThunk\u2019s story includes significant heartache (literal and metaphorical), it also includes a lot of genuine efforts to maintain his mental health, relationships, and drive to keep developing. Early in development, he took a long break from working on <em>Balatro<\/em> because he got bored. A few months later, he came back to the build invigorated and ready to implement brand new ideas: \u201cI\u2019m so excited about the game again, and I have a ton of momentum,\u201d he wrote about May 2022.<\/p>\n<p class=\"has-text-align-none\">Later, he describes taking a break for a surf trip with friends during a month where no other work happened on the game. The next month, he secured several instrumental pieces of the game: the score by Luis Clemente; the flame effect that happens when you get an amazing score; and the name <em>Balatro<\/em>. <\/p>\n<p><a href=\"https:\/\/www.polygon.com\/gaming\/536336\/balatro-developer-diary-lessons-creativity\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Developer LocalThunk, the anonymous individual who made Balatro, recently published an extensive breakdown of how they made the game. The post, which details all the milestones involved with launching the indie game, goes deep on personal experiences, from self-doubt and disbelief at his success to serious health concerns and anxiety attacks. It\u2019s also about the lessons he learned about making and marketing a game that went on to sell millions of copies and won awards and nominations against the odds. There are a lot of warnings developers can take from LocalThunk\u2019s story, like when he admonishes himself for delaying going to the doctor so he could keep working on the game during an important period. In fact, I think any creative person can learn a&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/3-things-game-creators-can-learn-from-the-balatro-devs-diary\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1143891,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1143890","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>3 things game creators can learn from the Balatro dev\u2019s diary | Arcader News<\/title>\n<meta name=\"description\" content=\"Developer LocalThunk, the anonymous individual who made Balatro, recently published an extensive breakdown of how they made the game. The post, which\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/3-things-game-creators-can-learn-from-the-balatro-devs-diary\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"3 things game creators can learn from the Balatro dev\u2019s diary | Arcader News\" \/>\n<meta property=\"og:description\" content=\"Developer LocalThunk, the anonymous individual who made Balatro, recently published an extensive breakdown of how they made the game. 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