<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>MK-ULTRA Games Archive</title><link>https://mkultragames.com/archive/</link><description>Game design and production notes from MK-ULTRA Games.</description><language>en</language><lastBuildDate>Mon, 28 Sep 2026 08:00:00 GMT</lastBuildDate><item><title>From Tug of War to Spin Loops: Designing a Core Game Cycle</title><link>https://mkultragames.com/archive/core-loop/</link><guid>https://mkultragames.com/archive/core-loop/</guid><pubDate>Mon, 28 Sep 2026 08:00:00 GMT</pubDate><description>How Knight &amp; Damsel turns movement and interference into a readable competitive loop, and what that reveals when compared with the cycle structure of slot games.</description></item><item><title>Paper, Symbols and Readability: Visual Systems That Explain Play</title><link>https://mkultragames.com/archive/visual-readability/</link><guid>https://mkultragames.com/archive/visual-readability/</guid><pubDate>Mon, 28 Sep 2026 08:00:00 GMT</pubDate><description>A close look at Knight &amp; Damsel's papercraft presentation, visual hierarchy and feedback, compared with the symbol and state language used in slot interfaces.</description></item><item><title>From TOJam to Release: What Changes Between Prototype and Product</title><link>https://mkultragames.com/archive/prototype-to-release/</link><guid>https://mkultragames.com/archive/prototype-to-release/</guid><pubDate>Mon, 28 Sep 2026 08:00:00 GMT</pubDate><description>The development path from a TOJam 2013 prototype to Knight &amp; Damsel's 2015 release, compared with the production and testing stages of regulated slot games.</description></item><item><title>Designing Randomness Without Losing Control</title><link>https://mkultragames.com/archive/controlled-randomness/</link><guid>https://mkultragames.com/archive/controlled-randomness/</guid><pubDate>Mon, 28 Sep 2026 08:00:00 GMT</pubDate><description>How Knight &amp; Damsel uses managed random selection of authored level chunks, and how that design idea differs from RNG-driven outcomes in regulated slot games.</description></item><item><title>Juice, Feedback and Restraint: How Much Animation Does a Game Need?</title><link>https://mkultragames.com/archive/feedback-and-restraint/</link><guid>https://mkultragames.com/archive/feedback-and-restraint/</guid><pubDate>Mon, 28 Sep 2026 08:00:00 GMT</pubDate><description>How animation, sound and interface feedback communicate game state in Knight &amp; Damsel, with a comparison to the stricter outcome presentation rules used in regulated gambling products.</description></item></channel></rss>