Axe Ghost. Now with Fragments mode
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axeghostgame.bsky.social
Axe Ghost. Now with Fragments mode
@axeghostgame.bsky.social
Cleverly push monsters around a grid and blow them up.
Demo👉 https://store.steampowered.com/app/2994110/
wonder if it's possible if you specify that the recording is at some paeticular lower resolution than the res that the player sees. something with pixel averages and noise.
November 10, 2025 at 9:38 PM
just rechecking the steam content survey and it gives very mixed messages, initially suggesting its only about gen AI that runs *in game*, but later allowing devs to specify author-time uses of ai.
November 10, 2025 at 8:37 PM
it's bittersweet that the best sound design is sound design that you don't even notice, like here. 🧑‍🍳💋
November 10, 2025 at 5:26 PM
congratulations! demo was great
November 10, 2025 at 5:07 PM
* ozlo
November 10, 2025 at 6:05 AM
lol! (fwiw been using Oslo sleep in-ear buds with rain sounds for a couple of months, can recommend)
November 10, 2025 at 6:04 AM
is it nearly finished?
November 9, 2025 at 6:31 PM
yeah I bet appear by word is better usually! (and a bit more fiddle to do)
November 9, 2025 at 4:48 PM
Reposted by Axe Ghost. Now with Fragments mode
Looks great, saw this a while ago, just a thought

lavraromiraealagoa.pt/en/word-anim...
Why Animating Words (Not Letters) Makes Indie Games Better
Learn how animating words instead of letters can turn in-game text into a more vivid, engaging, and accessible experience.
lavraromiraealagoa.pt
November 9, 2025 at 4:01 PM
haha no, or at least, not on purpose :D
November 9, 2025 at 2:07 PM
the manager should await notifications from it to respond to changes (e.g. cards drawn/discarded) and should send requests for game state changes to that object when necessary (never directly write to that object)
November 9, 2025 at 1:08 PM
have a separate dedicated object that's the source of truth about what cards are currently in the hand and in what order. the manager should always refer to this object to get the current situation.
November 9, 2025 at 1:08 PM
layout rules for the video above: default arc, mouse proximity effect, hover, draw, discard
November 9, 2025 at 1:08 PM
the manager uses an array of composable layout rules. the rules apply in sequence, they modify targets for each card in the hand. you can remove or add layers cleanly, for richer interactivity & visual interest without making a terrible spaghetti mess.
November 9, 2025 at 1:08 PM
the card manager/container (the thing that knows how to order and position the cards on screen) only ever sets targets for the card springs, it never attempts to animate cards directly.
November 9, 2025 at 1:08 PM
each card owns it’s own motion. cards use spring simulations that run every frame to animate position, rotation, scale, tilt, colour effects, and any other kind of value you want to vary continuously. each sim can have it's own settings. each card maintains a list of target values for these things.
November 9, 2025 at 1:08 PM
0∞​n=1∏∞​k=0∑n​Γ(k+n)(−1)kek2+n3
​​dkdn
November 9, 2025 at 10:11 AM