"Gyph"?
Posts by hourglasseye
I'm looking for some fun math formulas (lots on Pinterest) that result in interesting shapes as inspiration for weapon patterns... and instead I'm finding a lot of boss-fight-appropriate ones.
#gamedev
New game design blog post: I wrote about Slay the Spire by @megacrit.com and why I spent 100+ hours in a roguelike when normally I’d get frustrated and quit. The secret? Making me feel like I’m in control. buymeacoffee.com/lunajavier/s...
#gamedev #gamedesign
Playing Balatro. I pulled Triboulet in an Abandoned Deck (X2 per scored K and Q in a deck with with no Ks and Qs) 🙃
Some feedback we got from GDS 2026 was that it wasn't very obvious when the player would get hurt, and when they're close to death.
I applied some screenshake, a red vignette, some desaturation and haptics to make these obvious. How did we do?
#gamedev #indiegame #bulletheaven
Thinking of starting a little game design blog where I post short thoughts on game design and narrative. Like cool things a game is doing, dev tips from my experience, creative exercises, things like that. Not long-form. Short and sweet. Would anyone be into that? 🤔
#gamedev #gamedesign
Can you dodge the bullets and maintain that SICK Beat??? 😈 One stray note and it’s all over!
Fight off the horde and make presence known. HELL YEAH, PITCHFORK PERFECT!!
#indiegamedev #gamedev #bulletheaven #roguelite #roguelike #rhythm #rhythmgame
I've seen the argument that LLM-generated code is just the next level of abstraction, and I don't agree. When I write dog.poop(), it's an abstraction that my teammates and my future self will understand: it makes the dog poop. The same can't be said for prompts which don't get baked into code.
LF @godotengine.org #gamedev in the Philippines
Hello! Some colleagues of mine are looking for a part-time Godot developer for their game demo. This is paid work, remote, flexible hours (~20 hrs per week). The project is a game about the life of Filipino seafarers and the challenges they face (1/2)
I can finally share gameplay footage of what our team has been working on for the past few months: a bullet heaven rhythm game!
Please give our page a follow if you like what you see!
#indiedev #indiegame #gamedev #screenshotsaturday
Our upcoming game is not just about dodging! It's a bullet heaven--but make it rhythm! PITCHFORK PERFECT is where every spell plays like an instrument. HELL YEAH!! 😈
Stay tuned and follow us for more! 🖤🖤🖤
#indiegamedev #gamedevelopment #philippinegamedev #roguelite #bulletheaven
I also met a Soyabird, a #solodev who was working on his #indiegame called Machine Gun Knight! It's a #roguelike platformer made in #godot! Please give it a whirl too!
One of the cool people I met there was @tofugameph.bsky.social ! He's a #solodev like I used to be and he's working on an #indiegame called Crimson Horn. Please check it out and give him a follow!
#gamedev #indiedev
#gds2026 was a great experience! I was initially nervous about a B2B event, but I met a bunch of cool people and learned a bit about pitching and networking. People seem to have really enjoyed our game!
I'm looking forward to finally posting some gameplay footage... We'll get it it soon!
#gamedev
I've been looking at your posts recently and I've been wondering what your plans for game progression are.
Seeing a progression mapped out on a document might be helpful in this regard!
After putting my tactics game on hiatus, I've started working on a new game with my friends over at @kydgames.bsky.social!
So maybe shipping your game ends the project, but the continued support you provide is a service, and then further large updates or dlcs can be considered projects as well, so in a way, the game "finishes" in different ways 😅
Maybe "finished" isn't as helpful a term to gamedev? There's usually talk about "released" and "shipped" instead. Then sometimes it's important to define what "done" means for different bits of the project. We can also look at our work as projects and/or services that "end".
I want to reach a level of success that I can write code however I want, in any context, without having to care about how "efficiently" I'm working, free from the pressure to conform to the use of slop-generative tech.
I think the alternative approach is to validate designs early and often, just to be sure that the game resonates with other people - this way, the risk of making larger scope games will be lower.
I don't know what's up but my For You page is full of some really good gamedev resources today. Thanks, y'all.
"Cognitive amplifier" 🙄 when the dependence on this tech results in decreased aptitude for skills you offload to the chatbot.
Happy Holidays, mutuals (and whoever happens to see this post)! I haven't posted in a while, mostly because I've been cooking something new with a few friends. I'll hopefully be able to post more about it next year!
It's a Cyndaquil plushie
Yes
My first shiny alpha #pokemon is a Patrat. I guess it's kinda cute.
Nobody told me Mega Frosslass looked fuckin SICK with the oni horns and the height #pokemon
You know that feeling when it was all your fault why the in-game timers/clocks were all offsync, and you made a few patch-y fixes that wouldn't have been necessary if you discovered the root cause earlier? 💀
#gamedev #indiedev
I spent the day writing an update/gameloop utility with support for "layers" in #unity - lets me pause/resume and timescale-adjust groups of objects, without resorting to Time.timeScale.
I wish this was a built-in thing... as it stands, there are some trade-offs with my approach.
#indiedev
I can send you a build! ... after I overhaul the progression system 😅