Catholic | Amateur Game Dev | John 1:3 | https://castleteethgames.itch.io | "Not a bad public, that."
Wishlist Little Beast in the Big Maze here:
https://s.team/a/4458220/

@kaikairos.bsky.social
Catholic | Amateur Game Dev | John 1:3 | https://castleteethgames.itch.io | "Not a bad public, that."
Wishlist Little Beast in the Big Maze here:
https://s.team/a/4458220/
I hit the button to submit the Steam page of Little Beast in the Big Maze for for review yesterday. Now I wait for feedback or approval, probably next week. Meanwhile, here's a gif. #metroidvania #platformer #screenshotsaturday #reallygoodmarketing
upgrading Little Beast to Godot 4.7 today wish me luck
Made a lil game with @kaikairos.bsky.social for the #SpooktoberVNJam!
You're invited to a bizarre costume party, but the host is nowhere to be found.
rogue-robin.itch.io/bring-your-o...
Made using @godotengine.org
Metroidvania ability gates are supposed to feel like discovery, but backtracking through a map you already cleared just to use a new double jump feels like padding half the time. Where's the line between exploring and busywork? #indiegames #gamedev
the word "cromulent" makes me think of a pastry. but it also makes me think "before i eat this pastry, i want to know what cromulent means"
disappointing: ontologists don't actually worship being and reality, they just study it like NERDS otoh existentialists don't even so much study existence. ok that's not fair. they study it to find new reasons to be anxious about it. more like "angst-istentialists" amirite folks
the zelda discourse has convinced me several folks whom i love and respect are trapped in and posting from an alt timeline. given the breadth of reactions i suspect 2 alt timelines are involved. so 3 total i didn't start w/ an official zelda timeline joke, but we got there folks!
pov ur an indie dev working on your #indiegame ux
you don't understand, if you only work 15h how will you ever 10x?!
Bonus: title character animation rework from the status sprite
WIP status menu. A bunch of stuff like hearts/HP and attack upgrades still to come. #gamedev #pixelart #metroidvania #fairytale #ugh-its-ux
So to be clear I didn't mean to say that roguelites are *never* beatable on the first run. I was just thinking of design goal/constraint tensions that might arise in each path
Reasonable! I've beat One Step From Eden on a few characters starting on a fresh file (it just gives you aesthetics/characters for a bit if you win the runs you're playing) and I considered that a mark of good design on the dev's part. (I say this as someone who's never finished its hard/evil path)
re con #2, a rephrase: while almost nobody expects to win a traditional roguelike first time around, to take an extreme position, being able to win one first time around is more germane to the genre constraints than a hybrid (action/deckbuilder/ect) roguelike that has metaprogression of any kind
cons: * you can probably get slightly more satisfying or at least focus on systems mastery play without metaprogression * a lot of metaprog games are designed to be lost first game and there is something slightly more satisfying about a game designed to be beatable (even in theory) from start
no clean answer. pros: * metaprogression allows more control over onboarding (when thinking item unlocks, like how One Step From Eden, Brotato, lots of others, gradually unlock more cards/characters, so you don't drown in complexity) * as well as a potential avenue for accessibility (meta perk)
i have bad news for you about *gestures at social media*
Find out in Little Beast in the Big Maze, coming 2027: s.team/a/4458220/
Will you earn the faeries' gift? #screenshotsaturday #gamedev #indiegames #pixelart #fairytale #metroidvania
oops, i started a podcast. tune in for wide-ranging discussions on media, beauty and creative process which i hope will be much less pretentious than i'm making them sound
youtu.be/MnNcSZ0czqo
1/10 of your sh*tposts end up being absolute cinema and this is the 1