claude-haiku-4-5-20251001 · $0.023
Tanner Petch showcases compact horror homebrew House of Flesh and Blood at expo.
House of Flesh and Blood uses Mission Pinball framework
high confidence · Tanner directly confirms 'this is all um fast and mission pinball framework'
The playfield is approximately 16 by 9 inches in size
high confidence · Tanner states 'squeeze as much design space as I could out of the 16 by9 in or so that it is'
The game features five progressable rooms as the core structure
high confidence · Tanner explains 'there's five rooms that you can progress between left to right in this game'
Tanner has created six games total to date
high confidence · Marco asks 'So this is your second game?' and Tanner responds 'No, this is like my sixth game'
Jeff Dodson is composing sound for House of Flesh and Blood
high confidence · Tanner confirms 'I have a a cool musician working on the sound for this' and identifies 'Jeff Dodson'
The game will have a wizard mode and eight total modes
high confidence · Tanner states 'it's going to have a wizard mode, like eight modes, that kind of stuff'
Tanner designed the machine with creature-like legs to maintain a horror aesthetic
high confidence · Tanner explains 'I wanted it to look like, you know, some little thing that was going to be stalking you' and notes 'they're not the kind of legs you could do on a regular size game'
Tanner previously made a game called Trash Land that is logistically difficult to transport
high confidence · Tanner states 'I've made a game called Trash Land that's been at quite a few shows' but 'that's a game that is logistically difficult to get places'
“I wanted to see how small I could make a game and still have it be like a fully featured modern rule seted game.”
Tanner Petch — Core design philosophy behind House of Flesh and Blood—balancing portability with modern complexity.
“The house itself is a creature. So, you're trying to, you know, make it through the house trying to prevent you from escaping and uh make it out with all your limbs.”
Tanner Petch — Central narrative conceit and planned limb-loss mechanic that integrates story with gameplay difficulty scaling.
“I wanted you to be able to gauge what you're doing. Um, but yeah, so the rules for this game, what it's going to be is you'll see there's a hex or a pentagon on the apron there.”
Tanner Petch — Describes accessibility feature (tilt bob placement) and core rule structure using five-room progression.
“The flippers are at a very non-standard angle. They're very steep because the main shots in this game are far.”
Tanner Petch — Explains unconventional flipper geometry as solution to compact playfield design constraints.
“You can make basically any game good through good code.”
Tanner Petch — Reflects Tanner's philosophy that ruleset and code implementation matter more than raw layout complexity.
“I have a list that's, you know, this long of games I want to make eventually um that are all weird games cuz that's what I'm interested in.”
Tanner Petch — Signals Tanner's design interests lean toward experimental and unconventional game concepts.
design_innovation: House of Flesh and Blood demonstrates novel approach to fitting modern ruleset complexity into 16×9 inch playfield through steep-angle flippers, external ramps, and vertical design elements (creature legs).
high · Tanner explains 'I wanted to see how small I could make a game and still have it be like a fully featured modern rule seted game' and details unconventional flipper angles to accommodate long shots on constrained playfield.
design_philosophy: Tanner articulates conscious approach to mode design balancing risk/reward: modes completable with minimum shots but rewarding riskier extended play.
high · Tanner states 'I want the modes to be dangerous in a way that you can complete them by getting a minimum number of shots, but then, you know, you can keep going if you want to get more points, but they're hard mode. So, it's kind of a little that riskreward uh calculation.'
design_innovation: House of Flesh and Blood integrates horror narrative directly with difficulty scaling through planned limb-loss mechanic: poor mode performance causes progressive limb loss, making future modes harder.
high · Tanner explains 'if you do poorly enough at uh modes, you'll lose a limb and that'll make the future modes harder'
manufacturing_signal: Tanner deliberately designed House of Flesh and Blood for single-car transport to address logistical limitations encountered with previous game Trash Land, signaling trend toward more portable homebrew machines.
high · Tanner states 'I wanted a game I could throw in the front seat of my car and uh take places, which is exactly what I did with this one this year' versus Trash Land being 'logistically difficult to get places'
positive(0.85)— Tanner is enthusiastic and thoughtful about his design work; Marco and audience are impressed and engaged. Some self-deprecating humor about the game's title. No negative sentiment detected—discussion is constructive and collaborative.
youtube_auto_sub · $0.000
content_signal: Marco Pinball producing video content featuring detailed homebrew machine showcases with designer interviews, providing platform for designer visibility and community engagement.
high · Video format captures Tanner demonstrating game, discussing design philosophy, and explaining technical decisions in detail with follow-up questions from host.
community_signal: Jeff Dodson reaching out to Tanner via Instagram unsolicited to offer sound design services demonstrates organic collaboration within homebrew pinball community.
medium · Tanner explains 'he completely just reached out to me on Instagram and he was like, Your games are really cool. Do you need a sound guy? And I was like, What a coincidence. I do.'
design_philosophy: Tanner emphasizes code implementation and ruleset design as primary drivers of game engagement, arguing good code can elevate basic layouts and create compelling player incentives.
high · Tanner states 'you can make uh basically any game good through good code' and discusses how code 'encourage[s] the player to do what you want them to do, to make it a little more dangerous'
rumor_hype: Tanner signals long-term interest in creating functional pinball/video game hybrid machine that improves upon failed 1980s-90s attempts (Baby Pack, Granny and the Gators, Caveman).
medium · Tanner discusses 'the elusive combination video game pinball machine' as 'a very long-term project' aiming to integrate video and pinball gameplay in compelling way that previous attempts failed to achieve.