hourglasseye
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hourglasseye.com
hourglasseye
@hourglasseye.com
I like making video games!

I was working solo on a turn-based tactics game for a while, but have since started working with a team on an indie game!

https://www.hourglasseye.com
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After putting my tactics game on hiatus, I've started working on a new game with my friends over at @kydgames.bsky.social!
Hello! We are Kill Your Darlings Games. 🔪

Yes, the name is serious.

We are a new up and coming game studio—Small team. Loud ideas. Right now, we are cooking our first project!

Something fast. Something action. Something....musical?!
Follow us for more details!
#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
Thank you so much to everyone who’s tried out our first public appearance/ game build at #GDS2026! Let’s see each other again soon????!! *KOFFKOFFPGDXMAYBEKOFFKOFF*

Comment if you tried the game or are ONE OF OUR BOSS BEATERS?!! :>

#indiegame #indiedev #pitchforkperfect #2dgames
February 7, 2026 at 4:41 AM
After putting my tactics game on hiatus, I've started working on a new game with my friends over at @kydgames.bsky.social!
Hello! We are Kill Your Darlings Games. 🔪

Yes, the name is serious.

We are a new up and coming game studio—Small team. Loud ideas. Right now, we are cooking our first project!

Something fast. Something action. Something....musical?!
Follow us for more details!
January 27, 2026 at 11:27 AM
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.
January 13, 2026 at 7:03 PM
I don't know what's up but my For You page is full of some really good gamedev resources today. Thanks, y'all.
January 10, 2026 at 3:56 AM
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!
December 26, 2025 at 12:13 PM
My first shiny alpha #pokemon is a Patrat. I guess it's kinda cute.
December 6, 2025 at 4:17 PM
Nobody told me Mega Frosslass looked fuckin SICK with the oni horns and the height #pokemon
November 21, 2025 at 3:27 PM
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
November 6, 2025 at 2:14 PM
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
October 25, 2025 at 11:41 AM
I started working on a new game - I have some collaborators this time! We're not quite ready to share details about it yet.

Meanwhile, between this new game and a project for work, I'm trying to find time to keep working on my turn-based tactics game. I still wanna work on it!

#indiedev
October 22, 2025 at 4:29 AM
My theory about #pokemon Z-A is that the player is already dead. You notice how there's no fall damage? Yeah. The player is actually in the hell version of Lumiose where Taunie torments you by keeping you from doing cool shit. I wanna catch Pokemon and explore, Taunie, not get dragged around.
October 20, 2025 at 2:51 PM
I just freed up 45 GB of space by deleting the Library folders from the many small Unity projects lying around in my SSD
October 15, 2025 at 12:19 PM
Fiona and Cake season 2 just got announced! I'm so excited to see what's up with Huntress Wizard. Also really stoked to find out how they're going to hurt my feelings this time, because wow that last season.
October 13, 2025 at 5:16 AM
After several playtests it's evident that the "dungeon building" part of my game is very unintuitive and overly complicated... I think it's time to overhaul it into something much simpler. It's a bit of a bummer but I got the idea out of my system and I pushed it as far as I can.

#gamedev #indiedev
October 11, 2025 at 11:31 AM
If you're like me, and you read the MDA paper, then come away needing more info - you may want to also look at the workshop resources (the workshop preceded the paper). The slides and the handout will provide you with more context and detail: algorithmancy.8kindsoffun.com/GDC2004/

#gamedev
Game Design and Tuning Workshop Materials
algorithmancy.8kindsoffun.com
October 8, 2025 at 4:52 AM
Hi #gamedesign! Any recommendations for game design notation/grammar/diagrams that you actually use (as-is or modified)?

So far I've read The Chemistry of Game Design by Daniel Cook (keen to try it)!

Is there one that focuses on relationships between player actions and objects?

#gamedev #indiedev
October 6, 2025 at 4:17 AM
I found what was breaking my game... I made a stub function that I never filled out 🤦‍♂️ Thanks, past me.

This code is old. I'm screaming internally.

Maybe I should start writing unit tests for this, but it sounds crazy to do retroactively.

#gamedev #indiedev
October 2, 2025 at 2:06 AM
The playtests didn't go too well... my game broke in two different places for two different people. Still not sure how to replicate the first breakage which happened very early, but I have the stack traces 😬

We found some UX issues that need addressing at least, which I will!

#gamedev #indiedev
It's almost time to bug a friend or two for a playtest for my game. Progress is a bit slow.

Also, to get a more structured understanding of game design, I read A Theory of Fun and watched the 10-years-after video... which references a bunch of stuff I now want to check out too.

#gamedev #indiedev
October 1, 2025 at 2:43 PM
It's almost time to bug a friend or two for a playtest for my game. Progress is a bit slow.

Also, to get a more structured understanding of game design, I read A Theory of Fun and watched the 10-years-after video... which references a bunch of stuff I now want to check out too.

#gamedev #indiedev
October 1, 2025 at 4:37 AM
Anyone have any thoughts about how to do free-to-play monetization without resorting to skinner boxes or dark patterns?

#gamedev #indiedev
September 19, 2025 at 3:23 AM
I got a request for feature that visualizes the movement range of enemies, so here's what I have so far. It doesn't show attack ranges - just how far an enemy can go, and how many action points it'll cost to reach a tile.

Does this communicate the info well enough? #feedbackwanted

#gamedev
September 15, 2025 at 10:18 AM
Continuing from the quoted post: here's a demo of the SPREAD curse's simple damage-per-turn effect - this time, it deals less damage but affects adjacent allies!

#turnbased #tactics #indiegame #gamedev
September 14, 2025 at 2:20 AM
Am I crazy, or does this look like it was built with Dragon Quest Builders 2 as its base/engine?
Serebii Update: Pokémon Pokopia releases in 2026 on Nintendo Switch 2
September 13, 2025 at 12:02 AM
Originally, the curses do nothing on their own... that didn't work out too well, so I made simple effects for each curse. For this post, I wanted to show the damage-per-turn effect of the DAMAGE curse. I'll post about the others over the next few days!

#turnbased #tactics #indiegame #gamedev
September 12, 2025 at 10:17 AM
This week has been rough. I'll work on my game for a bit while listening to some Ragnarok Online BGMs (thank you, SoundTeMP). Maybe I'll feel a bit better afterwards.
September 10, 2025 at 3:50 PM