Releasing ๐ฎ Moo: a small build system and language to process, load, and substitute text within a project & schedule actions.
I use it for developing html games in different files while packing them into one file for no in-game delays. Even images are base64 encoded.
github.com/maniospas/moo
Posts by maniospas
encounter screenshot
After insightful playtesting, adjusted impact dmg in Dungeon Die-Die ๐ฒ๐ฒ.
As before, it is halved if anyone is shielded or poisoned. But also now is doubled only if the doubling is not lethal.
More survivable, yet still a massive threat.
#screenshotsaturday #indiegame #indiedev #solodev
Mostly viable for hobby dev: when I leave a project for a couple of weeks, coming back I cut anything that will take more than a couple of hours to reach mvp (scope creep - it's fine to re-add a brand new impl) or took me more than a minute to remember what it should be doing (complexity creep).
It's been a couple of days, but got the 4 stance x 4 shields roll under Stomp (turns 4 rolls into 5s) and figured it would be a shame not to show it somewhere.
furnace event dialog
The Great Furnace! Connected between floors. You place dice inside ๐ฒ๐ฒ and get better versions later, which helps plan your build.
The best part: its contents persist for new runs! Here I got a nice gift from my past self. :-)
Trying to design more such mechanics.
#indiegame #indiedev #solodev
Enemies are now interlocking in massive neon nets, meaning your standard dodge might just land you right into a trap. Talk about a Monday!
Stellar Breach is about evolution however. As the swarm's tactics get more punishing, so do you. New dash trick to tear right through them! #gamedev #indiedev
New synergy in Dungeon Die-Die ๐ฒ๐ฒ!
1. Liquify heals yet equally poisons yourself. Can be more harmful if careless.
2. Immunity lowers limit of what is excess poison.
3. Excess poison always moves to the enemy at round end.
So we get... this:
youtu.be/P02nvHyRINU
#indiegame #indiedev #solodev
Medievalising a bit. Also first look at what kind of gameplay to expect
#pixelart #gamedev #indiedev #solodev #godot
Created an intro for Dungeon Die-Die ๐ฒ๐ฒ.
Recording for it plus determining the starting build, until the first dice roll in the procedurally generated first floor. (No sound.)
youtu.be/3woB-z3rnLY
#indiegame #indiedev #solodev
game screenshot
A devlog of recent changes in Dungeon Die-Die ๐ฒ๐ฒ.
I have posted about many of these, but gathered progress in one place.
maniospas.itch.io/dungeon-die-...
#indiegame #indiedev #solodev
gameplay screenshot
Got some feedback for Dungeon DIe-DIe ๐ฒ๐ฒ that made me rethink how carried items fit into gameplay.
Can now have multiple consumables, and even passives! Enemies may also benefit and be more unique (e.g. Golems have an Exoskeleton to take less poison and magic dmg).
#indigame #indiedev #solodev
game screenshot
New version of Dungeon Die-Die ๐ฒ๐ฒ! Many little things combine to make runs unique.
Play from your browser, and let me know what you think:
dungeon-die-die.netlify.app
#IndieGameDev #SoloDev #indiegame #IndieDev
Had a lazy evening and spent some time playing Dungeon Die-Die ๐ฒ๐ฒ.
I have some thoughts on improvements going forward. Especially on the difficulty. Mic is not the best, but I'm happy I remembered to record at all.
youtu.be/_ALWNr4Un8A?...
#indiegame #indiedev
First version of this small game: maniospas.itch.io/sirk
In the main mode of playing, you control what's been added in the arena for sir K to last (and have fun) as much as possible before overwhelmed. If you don't add anything for a while, something random spawns anyway.
#indiegame #indiedev
game screenshot
Player-held items in Dungeon Die-Die ๐ฒ๐ฒ
They appear here and there to address extreme variance: a healing potion, detox tea, etc. One use only, and the player can only hold one to avoid abuse - and avoid management overhead.
Also added various visual effects.
#indiegame #indiedev
Imo, this is a broader social issue: slop delivered at minimum cost. It even predates AI and, contrary to what I'd like, has an audience.
I don't believe that we can address this for gaming uniquely. Perhaps better discoverability with hard-to-manipulate algorithms could go a long way.
game screenshot
That's it. Dead to poison again!
(The green symbol on the top left.)
It's funny that even a pair of rats can be a threat when not paying attention, but perhaps there can be a way to make some mistakes/bad luck less punishing. A potion system maybe?
#indiedev #indiegame
map screenshot
Making routes interesting to think of in Dungeon Die-Die ๐ฒ๐ฒ.
To avoid the "best path=best grind" issue of roguelikes:
- healing is scarcer
- added chasms as soft barriers (deal dmg when crossed)
- take shorter routes via secret passages to avoid chasms
#indiegame #indiedev
A hard encounter's end in Dungeon Die-Die ๐ฒ๐ฒ. At 2x speed.
Got lucky for the troll to roll a healing die in rage mode (doubles all direct dmg once in a while).
Then got impatient, neglected defense, and took a hit that overcame my meager leftover block.
#gamedev #indiedev #screenshotsaturday
game dialog screenshot
Updated the event system in Dungeon Die-Die to have branching dialogs.
It's more fun this way, and long lists of alternatives become easier to parse. Here's one from starting a new run while ignoring options tailored to beginners.
#indiegame #indiedev
If interested, have a run of Dungeon Die-Die ๐ฒ๐ฒ!
Roll two dice vs enemies, where each dot represents an effect. Craft your dice and get more as you go.
Free for browser play. Most mechanics are there, and feedback is always welcome.
maniospas.itch.io/dungeon-die-...
#indiegame #indiedev
cover art
gameplay screenshot
Recent beta of a single-player RTS I've been making.
Post-apocalypse, survivors emerge from bunkers. They capture remains of the old world, research techs, and prepare their utopia before pollution comes back. โข๏ธ๐ข๏ธ
~15 mins per game
maniospas.github.io/midnight-1/
#indiegame #indiedev
Spent some hours creating this prototype. Sir K wants to have fun in the arena. And you control the arena by spawning monsters and buffs(screen bottom).
Can control sir K too, or both the arena and him (for single-keyboard PvP). Needs balancing but the core loop's there.
#indiegame #indiedev
map screenshot
Showcasing the new map esthetics in Dungeon Die-Die ๐ฒ๐ฒ! Not sure on the art; it's too simple, yet properly captures what I want to.
#indiegame #indiedev
Oops! This time, I have no idea why the screenshot is not showing properly... Preview is correct but the result is not showing for me.
map screenshot
Improved maps in Dungeon Die-Die ๐ฒ๐ฒ. Several minor stuff come together to create an actual atmosphere.
Also had more play-tester feedback; simplification for onboarding was hiding fun parts early on, so now I trust the player more.
maniospas.itch.io/dungeon-die-...
#indiegame #indiedev
I love the mechanic! :-) Perhaps having the unique item be available only in the first try could be fun for replayability.
screenshot of poison mechanics
screenshot of magic mechanics
Reworked poison and magic dmg for Dungeon Die-Die ๐ฒ๐ฒ.
Both are risky, but now distinct (and differ from direct dmg types). Magic hurts back predictably, so go for big payoff turns. But poison needs balance, as too much contaminates you too.
maniospas.itch.io/dungeon-die-...
#indiegame #indiedev
screenshot showing secret passages text and routes
New mechanic in Dungeon Die-Die ๐ฒ๐ฒ!
Secret passages whose destination is visible only when visited. You still know they exist so that you can plan for shorter routes (alongside merchants, strong enemies, and events).
maniospas.itch.io/dungeon-die-...
#indiegame #indiedev
The actual screnshots because LibreWolf masks uploads for privacy...