Ported my #noita -like from #macroquad to #SDL and #WGPU over the last 2 months
And multi-threaded the heck out of it too.
GIF-heavy devlog: www.slowrush.dev/news/porting...
#indiedev #gamedev
Posts by Slow Rush
So my #noita -like is 100% deterministic (for multiplayer netcode)
Hacked up time travel as a debug tool - so awesome being able to replay backwards w/ full debug info and explore alternative timelines!
New thought: how about a "rewind 5 secs when you die" perk
#indiedev #gamedev #roguelite
Reworked character controller on my #noita -like to run directly against the falling sand pixels
No kinematic bodies for movement -> 20% speed up!
Looking forward to spamming a bucket load of enemies now
#indiedev #gamedev #roguelite
Added this "chaos mode" to my #noita -like roguelite for benchmarking the falling sand physics
60 times a second it spawns some material, triggers an explosive, spawns or kills an enemy, etc.
It's actually surprisingly fun? (captured in slo-mo-dbg build)
#gamedev #indiedev #fallingsand #roguelite
Graphics programming is such a weird beast
Even when you stuff it up you get cool results
Here the radiance cascades lighting for my #noita -like suddenly gained a disco mode, but only at certain screen resolutions
#gamedev #indiedev #shaders
Started trying to solve a minor bug of players getting mixed up
Ended up making my own gamepad-compatible UI framework with animations and localization: www.slowrush.dev/news/uis-pla...
Taffy-powered, iced-inspired: immediate API, retained UI under the hood (tree diffing)
#gamedev #indiedev #rust
Yep! A super annoying biome maybe
Oh yeah! Reduce the parallax effect a bit to make it seem closer to the terrain, maybe shrink a bit..
Still not sure I want it because obscuring gameplay when stray pixels can kill seems a bit harsh - but maybe as a challenge modifier?
Accidentally got a parallax terrain effect for my #noita -like
Except it's in front of terrain instead of behind it
Definitely file under "shader accidents not worth keeping"
#gamedev #indiedev #shaders
Our Steam page is live now!
Welcome to Zeroth, a post-life roguelike adventure where you guide fallen adventurers through the 0th circle of Haell to find closure.
Wishlist here: store.steampowered.com/app/4062680/...
New trailer:
youtu.be/nVJ7-g5xjzs
#indiedev #gamedev #roguelike #indiegame
It’s finally time to…
Unleash the ✦⁺₊✩GIRL POWER✩⁺₊✦
Don’t Stop, Girlypop! is officially OUT NOW!!!!
You better be ready, because this sh❤t is serious 👇
https://bit.ly/45CRvme
New devlog exploring my equiv to #noita wandcrafting
With new playable web build - feedback welcome, hit me with your hard words!
www.slowrush.dev/news/signcra...
#indiedev #gamedev #roguelite #devlog
Will be working on getting a rough (rough!) demo up on itch.io soon :)
You can subscribe at slowrush.dev/sub to stay in the loop (one email every few weeks, will notify playtesting opportunities there)
And/or wishlist at store.steampowered.com/app/3816900/... :)
It's still in pre-alpha, but I'm working on getting a build up on itch.io to get wider feedback soon!
When you give a #noita player access to your game's version of wandcrafting, but you haven't actually balanced it yet
#gamedev #indiedev #roguelite
My equiv of #noita 's wandcrafting is coming along
I directly show the relationships of what Signs can trigger other Signs, which is hopefully clearer to players than Noita's wand draw rules.
Force directed tree was too springy so trying out Reinhold-Tillford trees!
#gamedev #indiedev #roguelite
Prototyping a new take on my equiv of #noita 's wandcrafting.
Instead of a linearish wand with insanely complicated draw rules for spells, maybe I just directly show the relationships of what Signs can trigger other Signs?
This tree is a bit too springy though!
#gamedev #indiedev #roguelite
Super Exciting Announcement: #Steam page for my multiplayer falling sand game is now LIVE at store.steampowered.com/app/3816900/...
Announce Trailer: www.slowrush.dev/signs-trailer
2 years of hard work, but now the real work begins :)
#fallingsand #indiegame #indiegamedev #indiedev #gamedev
Signs of Danger by @slow-rush.bsky.social is an online & couch co-op physics-sandbox roguelite where game-breaking synergies, deadly chain reactions, and accidental friendly fire are all guaranteed!
Watch the announcement trailer:
Only 1 day until big announcement! Subscribe at slowrush.dev
Important life tip: electric arc thrower + water = not a good time
#indiedev #gamedev #indiegame #fallingsand
Only 2 days now till the reveal! Subscribe at slowrush.dev
Yes that is snow melting from the fire :)
#indiedev #gamedev #indiegame #fallingsand
3 days - slowrush.dev/follow
#indiedev #gamedev #fallingsand
A new level editor for my multiplayer falling sand game: www.slowrush.dev/news/falling...
(You would not believe how much time I spent reading about how undo and redo works in image editors just to make this go, but it was worth it)
#fallingsand #indiegame #indiedev #gamedev
Big announcement coming up soon! Tune in to watch live :)
I can't say that it's a *great* experience, but it is now *possible* to play the playable web build on your phone :)
www.slowrush.dev/news/touchin...
Trying out what lightning gun could be like
#fallingsand #gamedev #indiegame
What if Noita and Helldivers had a baby? #PitchYaGame
* Online and Couch Co-Op multiplayer for 1-4 players
* Falling sand physics chaos
* Solo developer (mostly), custom engine written in Rust
No Steam page yet - follow at slowrush.dev