you're gonna flip when you find out what season the northern hemisphere is in right now
Posts by Giik
I love seeing those in a pause menu cause it's like "oh they've been having Lots of Issues with collision haven't they"
It's kinda satire but I've repeatedly said the threshold whether a game project is real or not is whether it has a keybinds menu or not. If you got keybinds, it's real.
Anyway i didn't have a keybinds menu in my latest project until today so now it's a real game. I've finally made it
like that's not the obvious or maybe even INTENTIONAL text, but it's how they treat it. they don't consider that a game on default graphics has already been pored over for hundreds of hours by a team of designers and artists and that's how it Should Look
it's real annoying when folks workin on graphical stuff push the fiction that a game's vanilla look isn't intentional. like "nobody worked on those assets they just kind of showed up in a game one day. they're a natural phenomenon and the gpu shader guys REALLY know how to do graphics" fuck that
Disaster strikes...
Development on this is going nicely. Sometimes it's fun to pull little pranks on the player.
#screenshotsaturday #gamedev
Hemiparasitic flowers...
Still not ready to properly reveal this project yet but I'm making great progress. I only work on it on the weekends, so I'm not in any rush.
Working on something...
If there's a way you can force the player to change their tool to progress early on, that'll help. Maybe something like trapping them in a material their default tool can't dig out of. (and THEN you bring attention to the hotbar and tell them to swap tools.)
The hotbar's contrast is low, so it can blend into the terrain pretty easily, especially if the player isn't looking up a lot.
The numbers similarly lack contrast and don't look like key prompts, just vague numbers. If there's keys for scrolling left/right, those should be displayed on the edges.
I'M TRYING MY BEST
SAGE2025 has begun and the Snoutbreakers alpha demo is now out! Go download and play it, we put a lot of work into it!
sonicfangameshq.com/forums/showc...
This week's #screenshotsaturday comes a day early. Happy friday! One week from now, SAGE2025 starts... and Snoutbreakers will be there! Fight the first three opponents in the game's lightweight tournament plus a late-game extra for genre vets in the Snoutbreakers SAGE2025 demo on Sept 19th!
and 15 years later it turns out the setting of minecraft is just kind of there to support your adventures.
there's a sort of charm to the deliberate lack of elaboration, y'know? it asks you a question with ruins and monsters, and lets you answer it with buildings and adventures. It's collaborative.
oh i recognize that layout in a nanosecond no fucking way
Settlemoon's been out for 2 years today! Here's a lil' post I wrote (with old development screenshots!!) to celebrate.
store.steampowered.com/news/app/244...
Saw this mod and inspired me to make a sprite sheet of my own.
Major balance adjustments for all characters.
And Summer Sale! #cent0
store.steampowered.com/news/app/241...
If you're looking for something to play this summer, my game Kitten Burst is on sale!
It's an RPG/Racing game where you play as a flying cat named Hapi.
It's got a full story with a cast of characters inspired by the early internet, Bullet Hell Bosses, and a massive OST!
Dreams of Aether is 50% off for the Steam Summer Sale! ๐ช
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Microgames! Furries! That's it. That's the whole thing. I'm so good at marketing.
Get the game for a snack-sized $1.49 USD here: store.steampowered.com/app/3463050/...
Settlemoon is 50% off for the Steam Summer Sale!
A unique idle game about building a cozy sidescroller town. Lots of mysterious things to discover...why is this world stuck in a permanent night?
Set things up and go AFK! Take your time!
Get it here:
store.steampowered.com/app/2443780/...
You need to practice cutting things out, leaving things for post-release (if ever). You gotta make boring shit like keybind menus. You gotta put a number to the content you're making and then learn how to cut that in half.
A lot of folk say that the hardest part of doing something is starting it.
In gamedev it's the second hardest part. The hardest part of making a game is finishing it. Nobody really tells you this part since the tutorials are all about beginning it.
PARADROP IS OUT - Use tactical drops to win an island war in this micro RTS. Destroy bases while avoiding anti-aircraft guns and enemy air support. Take on 10 missions in an epic campaign, or challenge another player in battle mode! #paradrop #gamedev #godot #godot2d #indiegame #rts #browsergame
Good roguelike generation presents the player with questions (big and small) that they don't already know the answer to. Questions of positioning, item loadout, weapon choice, etc.
But it can also get homogenous. It can even make the repetition of the un-random objects (like upgrades) even worse.
You kinda have to be careful with roguelike elements in your game. Randomizing things can lead to a lot of variety, sure, and players learn your game's complex systems faster.
...but it's not necessarily less tedious. It's easy to slip into making something RNG because you don't care about it.
if mollo gets in rivals 2 and gets a shirtless skin they should do this
happy pride, top scars are cool as hell
Need to make secrets game
EXACTLY! There's already examples of genres with removed mechanics. Sometimes they end up being so popular that they spawn an entirely new genre!
That sounds like something that would require careful planning to play! Maybe it'd give consumable items a time to shine...