Here's a cool little game from KenneyJam. There's a neat power-curve to the upgrades - you need to upgrade damage to generate upgrade points faster, and then upgrade fire rate since the missiles eventually start appearing more often and overwhelm you.
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Posts by Hyper Pyramid Studio
Wrapped up Kenney Jam 2025 today. Super happy with what I was able to create in only 48 hours. If you're interested in checking it out you can find it here: psimoon.itch.io/planetary-de...
#kenneyjam #indiedev #gamedev
Some more progress on spaceship formations for Squadron Carrier. The line formation has ships flying close together, but doing independent targeting.
My livestream recording is up on YouTube at youtu.be/vTGdWdfnlEg
Featuring play-throughs for:
Repowering Mars - rbgr.itch.io/repowering-m...
Deadline - itch.io/jam/kenney-j...
In Space They Can’t Hear You Beat - itch.io/jam/kenney-j...
Space Wars - The Power - itch.io/jam/kenney-j...
I'll be going live in one hour!
Join me on my YouTube channel Thursday, 7pm Pacific as I play through the best space games I found in this year's KenneyJam.
youtube.com/live/TT0DUap...
Some progress on spaceship formations for my game Squadron Carrier. I really like how the Wedge formation shapes the flow of the battle. For evenly matched ships, using the wedge formation wins about 70% of the time.
If you find these sorts of posts interesting, LMK and please consider following!
Wow, your game looks great. I'm really enjoying your blog posts on procedurally generated map/graphs. I'm working on a similar campaign map. Have you had any trouble ensuring your end goal is far enough away from the start?
The Protoss carriers were awesome. Thanks for the kind words, and I’ll try and make that game.
Yeah, C# in Unity.
Thanks, I’m aiming for an old-school biplane dogfight. Although, ships do get a little jittery in the starting orbit if they overshoot their tracking point.
I’ve been working on spaceships formations in Squadron Carrier. It reminded me of the flocking behaviors I used in Hallowtron. Flocks of indestructible bats to force the player to keep moving around the level. Every six levels, bees swarm the player instead, faster and erratically than the bats.
I'm working on a new game, Squadron Carrier. It's a 3D extension of my prototype, with a rogue-like campaign structure.
This account will document the development journey, and hopefully entertain you with behind-the-scenes looks at the game design, theory and coding techniques.
Howdy! This is my first post here - a clip of my prototype game Strike Carrier, a 4X / RTS game where you launch fighters from your carrier.
You can play Strike Carrier at hyperpyramidstudio.itch.io/strike-carrier