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

I'm a game dev salaryman by day, and a solo indie dev by night. I'm working on a personal project right now (turn-based tactics), and I post progress updates once a week.

https://www.hourglasseye.com
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Hey, y'all! I usually post about my turn-based tactics game at least every Saturday 😁

This week, I made it possible to switch loadouts mid-fight... which also means you transform when you switch loadouts!

I hope you like it ✨

#screenshotsaturday #tactics #turnbased #gamedev #indiegame #indiedev 🎮
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
The idea: using a skill repeatedly within one turn can grant bonuses - here, it's stronger damage on the 3rd hit and onwards (extra damage on 3rd and 6th).

I'm hoping to tempt the player to risk saving action points for a bigger payoff next turn.

#turnbased #tactics #indiegame #indiedev #gamedev
August 23, 2025 at 1:18 PM
I'm headcanon-ing that Lucius' first Pokémon was Smoliv, and that with it, he somehow beat and caught the Scyther that would become the Kleavor in his team.
August 23, 2025 at 11:46 AM
Now I'm wondering... what if I made an enemy that turns invisible, repositions, spends the next turn just saving action points, then leaves invisibility to unleash multiple attacks?

But then... how can invisibility be managed in grid-based #tactics? Force them to become visibile on hit/collide?
I implemented a way for the player to conserve their action points for later use! I have an idea for how to make this more interesting for the player... I'll make another post about it - hopefully soon!

#indiedev #gamedev #indiegame #turnbased #tactics
August 21, 2025 at 12:47 AM
I implemented a way for the player to conserve their action points for later use! I have an idea for how to make this more interesting for the player... I'll make another post about it - hopefully soon!

#indiedev #gamedev #indiegame #turnbased #tactics
August 20, 2025 at 1:57 PM
Enemies in my game can now summon minions! I was thinking of having an enemy type that can attack from afar while their minions keep the player busy.

Should summoned minions act on the turn they're summoned? #feedbackwanted

#screenshotsaturday #indiedev #indiegame #gamedev #turnbased #tactics 🎮
August 2, 2025 at 4:59 AM
I added a way for enemies to retaliate whenever hit by the player or the player's minions. It won't be available for all enemies, just for some! I'm thinking it'll encourage the player to explore non-melee options for certain encounters.

#indiedev #gamedev #indiegame #tactics #turnbased
July 28, 2025 at 5:01 PM
I'm a bit out of my depth writing some dialogue for my game. I know what I want a character to say, but I'm having trouble coming up with how the character will say it.

#indiedev #gamedev
July 13, 2025 at 4:19 AM