Chronocide Games
chronocide.games
Chronocide Games
@chronocide.games
Stress-testing a custom movement and collision system that spawns one ship every 10th of a second, and all ships fire every frame. At one time, there were over 5500 shots on screen with negligible slowdown.

#indiedev #indiegamedev #unity #unity2d
June 9, 2025 at 9:39 PM
Not quite "By the end of the month", but I got the playable prototype version of my game finished. A huge amount of spaghetti code, but a good proof of concept.

#indiedev #indiegamedev #unity3d
June 2, 2025 at 8:40 PM
The AI is, quite frankly, bad. And the player interaction is almost nil. So I'm going to redo it so they follow the cursor, rather than autoaiming. But that's a problem for another day.

#indiedev #indiegamedev #gamedev #unity #unity2d
February 19, 2025 at 9:41 PM
Oops, didn't know we were limited to 60seconds, and that gif went a bit over. Here's an updated version.

#indiedev #indiegamedev #unity
February 17, 2025 at 5:48 PM
Started working on another project. Still have a way to go, but I have some basic mechanics up and running.

#indiedev #indiegamedev #unity2d #unity #gamedev
February 16, 2025 at 10:22 PM
Minor visual changes to my Game-A-Month challenge, because most of what I did was background work. But distance traveled is now tracked, pickups now report what they are so other systems can react, and I cleaned up some issues that I hadn't realized existed.

#indiedev #indiegamedev #Unity2d #Unity
January 10, 2025 at 9:09 PM
My first day working on my January project for my one game a month self challenge, I'm working on an autorunner in #Unity2D.

#indiegamedev #gamedev #Unity
January 5, 2025 at 11:14 PM
The first steps of my #GameJam entry for MiniScript's #MicroJam027.
November 17, 2024 at 2:21 AM