A.T.Oliver
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at-oliver.bsky.social
A.T.Oliver
@at-oliver.bsky.social
He/Him

I write stories, post about video games, and am a fledgling indie game dev.

Indie, Lifelong PC Gamer, Character Arc Enthusiast, and Amateur Pianist.

*Banner art by Aleah Safago/botanicalteepee
I use Claude Sonnet 4.5 to help me code my game. As we discussed future plans of development, it reminded me of what was recently accomplished. This was the first time I saw my work in a patch-note format. It made me happy, and I wanted to share that 😊✌️

#gamedev #solodev #indiedev #indiegame
October 4, 2025 at 10:22 PM
1+1=Die's long-ish term progression system is up and running!

You earn crystals from playing and prestigious runs, and then you spend them upgrading yourself.

Every upgrade purchase means you have to pick how enemies get stronger, too!

#indiegame #indiedev #solodev #gamedev #roguelite
September 28, 2025 at 2:28 AM
1+1=Die now has some pretty stellar sound effects and musical tracks powering its simple math gameplay!

While the visuals themselves are fantasy in style, you may notice the sci-fi slant of the music. This is by design and will make sense later on 😅

#Indiegame #Indiedev #solodev #gamedev
August 31, 2025 at 9:40 AM
How I feel regarding No Man Sky's latest update that lets you build your own ships with a fully functioning interior that you can walk around in even as it's flying through a planet or space itself.

#NoMan'sSky #NoMansSky
August 28, 2025 at 10:18 PM
The profile system is now complete!

This means that whatever crystals the player earns during a run will actually accumulate from run to run and can be used to unlock new content for runs in the upcoming meta progression system. x)

#solodev #indiegame #indiedev #gamedev
August 19, 2025 at 7:53 AM
Thankfully, I had most of yesterday to work on the main menu system and save/load system. Happy with how it all turned out. Especially the blurred backgrounds cycling during the main menu.

Working on a profile system next to save long-term progress.

#solodev #gamedev #indiedev #indiegame
August 11, 2025 at 8:56 AM
The player now has a 'Defend' action beyond just attacking, where they must solve a math problem to get a defensive bonus.

If correct, they get 50% damage reduction for 3 seconds. Then I added 13 new items that buff/change it in cool ways.

#solodev #indiedev #gamedev #developer #indiegame
August 10, 2025 at 9:33 PM
Small update today, only because it gave me some trouble.

I wanted to make the Math Answer window more 3-dimensional instead of a flat screen, but getting everything right sure took it out of me.

May polish it more later on, but I am happy enough for now!

#indiedev #gamedev #solodev #indiegame
August 8, 2025 at 11:18 AM
Today's update, randomly spawning rare enemy variants now have the proper UI associated with what they are capable of.

Here's a before and after. Before, the placement was very misaligned, and after the latest code changes, the UI is tidy and uniform

#solodev #indiedev #gamedev #indiegame
August 7, 2025 at 11:34 AM
The Rare, Elite, and Legendary variants of enemies that have a chance to spawn have some wickedly strong modifiers thanks to the new enemy variant UI put in.

I was having a decent run, but this Legendary Dragon ended things real quick.

#Gamemaker #solodev #soloindiedev #indiedev #gamedev #gaming
August 4, 2025 at 11:08 AM
I made some new gameplay developments. The hit reactions have been enhanced, and I added a smart zoom on the player's attacks to increase attack emphasis.

The enemy sprite flying off into the distance, and fizzling away was also too good not to keep!

#indiegame #gamedev #solodev #indiedev #gaming
August 3, 2025 at 9:14 AM
I've always been a fan of the Victory Lap feature in The Binding of Isaac, so I made my own version!

Once you get to the end of the content you've unlocked so far, you can continue again from the beginning against heavily buffed enemies with various modifiers

#indiedev #indiegame #solodev #gamedev
July 31, 2025 at 11:31 PM
Development on my Mental Math roguelite "1+1=Die" is going strong with lots of recent additions (lol) and changes!

Here's some fresh gameplay! More systems being built in the meantime, including long-term progression

#solodev #indiegame #indiedev #videogame #indiegame
July 30, 2025 at 7:35 AM
It's only rudimentary at the moment, but my math RPG now lets you choose the difficulty of the next encounter.

In terms of numbers, depending on the path you choose, the fight will be 30% easier or harder with nerfs or buffs to loot, respectively!

#gamedev #solodev #indiedev #indiegame #math
July 22, 2025 at 6:18 PM
Am now at the point where solving math problems and beating the enemy rewards you with a piece of gear that buffs stats or gives you a build-defining trait!

Current abysmal balancing aside, I had a good run that took me to the current final boss.

#indiedev #indiegame #solodev #gamedev #math
July 16, 2025 at 10:01 AM
The loot choice system at the end of fights, their effects, and the inventory UI are all up and running!

Still s long ways to go, but I am happy with what feels like rapid progress :) Stay tuned!

#Solodev #Indiedev #Indiegame
#Gamedev #Indie
July 14, 2025 at 10:49 AM
Now that the basics are in, I got around to adding in more enemies that vary in health, damage, and attack speed.

Not only that, but internally, the enemies are grouped into difficulties. So, as you progress, more difficult enemies are gradually phased in!

#solodev #gamedev #indiedev #indiegame
July 11, 2025 at 9:45 AM
I pixel doodle'd a new character for my Mental Math RPG.

Meet Calc! A sentient calculator that'll be helping you with various tips throughout your journey.

Him seemingly being a calculator app on a phone is by design from a lore perspective 😎🤐

#indiedev #gamedev #pixelart #solodev #indiegame
July 8, 2025 at 11:46 PM
The damage ranges of each attack are based on three difficulties per math problem.

For example: an easy addition problem would be 28 + 27, medium would be 281 + 47, and hard would be 281 + 427.

The dev goal is to soon have loot that alters these variables.

#gamedev #indiedev #indiegame #solodev
July 7, 2025 at 7:34 PM
In this mental math rpg, there is a system where if you are within 10% of the correct answer, you'll get partial credit and still do half damage!

#Indiegame #Indiedev #Gamedev #rpg #solodev
July 6, 2025 at 3:42 PM
The enemy attacks every handful of seconds. How quickly can you mentally multiply?

#Gamedev #Indiedev #Indiegame #Mentalmath
July 5, 2025 at 4:31 PM
One of my latest projects is a Mental Math Roguelite RPG. The most basic systems are in, with the next step being loot drops that change how you math in (hopefully) cool ways

#indiedev #pixelart #indiegame
July 4, 2025 at 10:11 PM
I don't have a name for my game yet, but it's starting to feel more and more like a traditional roguelike.

Fog of War system fully implemented! #gamedev #solodev #indiedev #roguelike
June 7, 2025 at 8:18 PM
After many trials, Claude 4 finally gave me a Fog of War variant I could be happy to build off of.
The grid lines are fine as long as they don't overlap the pathways and rooms.
Next is to limit sight to the walls and make the sight variably shaded at range.

#solodev #gamedev #indiegame #roguelike
June 6, 2025 at 10:43 AM
The first iteration of Fog of War not only looked horrible, and didn't work, but also tanked my fps from 144 to 70, not good. (Pic related)

The AI thought the FoW needed calculated updates every frame. I asked why when it's turn-based. Then it finally gave something usable, lol. #indiedev #gamedev
June 6, 2025 at 3:45 AM