LMG3864 Games
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lmg3864games.bsky.social
LMG3864 Games
@lmg3864games.bsky.social
Indie Videogame Developer.

Open for job offerings.

Where to find me: https://linktr.ee/lmg3864

Attrition: lmg3864.itch.io/attrition
Aerostrike: store.steampowered.com/app/2303500/MF01_Aerostrike/
Potatostrike: https://lmg3864.itch.io/potatostrike
Today's Aerostrike progress report:

1) Setting up a weapon statistics table for balancing and design purposes.
2) Modified the UI healthbar system. It now adds extensions to the right end of the bar for every extra 100 points. It also obscures unused space.

#metroidvania #bullethell #indiegamedev
November 19, 2025 at 12:44 AM
Today's Aerostrike progress report:

1) NPCs can now create their own randomized patrolling route. One use of this behavior is to make NPCs search an area when there are no valid targets.
2) Finished setting up the automatic door locking and unlocking system.

#metroidvania #bullethell #indiegamedev
November 14, 2025 at 2:10 AM
Heyo everyone! Sorry I'm late with this announcement.

MF-01 Aerostrike is participating in #MetroidvaniaFusion!

It's an event on Steam, running until Nov 11th, featuring tons of #metroidvania games and more!

If you're a fan of the genre, come check it out:
store.steampowered.com/curator/4506...
November 6, 2025 at 12:15 AM
Today's Aerostrike progress report:

1) Doors now have the capacity to be locked, unlocked, and completely shut off!
2) Adding some of the missing AI behaviors. The first one is patrolling, where NPCs fly between two points, and attack any enemies they spot.

#metroidvania #bullethell #indiegamedev
October 29, 2025 at 11:10 PM
Today's Aerostrike progress report:

1) Finished setting up the base system for doors. It's now possible to move between rooms!
2) Next up is setting up door behaviors. Locking during ambushes, shutting down, and various other systems that keep them closed.

#metroidvania #bullethell #indiegamedev
October 23, 2025 at 3:22 AM
Today's Aerostrike progress report:

1) Been busy doing an online course on AI. It's fun, but it's also really tricky to make it play tic-tac-toe and minesweeper.
2) Finished setting up a new drone NPC. It projects shields around itself to protect allies.

#metroidvania #bullethell #indiegamedev
October 20, 2025 at 9:10 PM
Today's Aerostrike progress report:

1) Finished setting up the base code for NPCs with secondary weapons. They use them periodically based off a timer.
2) Next I want to try and make NPCs use abilities, like creating shields or summoning reinforcements.

#metroidvania #bullethell #indiegamedev
October 15, 2025 at 3:27 AM
Today's Aerostrike progress report:

1) Adjusted a few weapons and upgrades to work correctly and feel more interesting to use.
2) Began adding a second batch of NPCs and ship types. This includes enemies armed with Missile Launchers and secondary weapons.

#metroidvania #bullethell #indiegamedev
October 8, 2025 at 12:05 AM
Today's Aerostrike progress report:

1) All upgrade systems have been added. Collision and movement physics were also improved, allowing the use of curved terrain!
2) Equipment selection UI lists were added. They appear when switching weapons and ordnance.

#metroidvania #bullethell #indiegamedev
October 3, 2025 at 11:11 PM
Heyo everyone!

I wanted to let you know that MF-01 Aerostrike is currently on 25% sale during the #SteamAutumnSale!

You can find MF-01 Aerostrike on #Steam right here:
store.steampowered.com/app/2303500/...

The game also has a free Demo if you wish to try it out first.
#metroidvania #bullethell
October 1, 2025 at 1:44 AM
Today's Aerostrike progress report:

1) The code for Expansions has been added! They work differently from other unlockables, so I had to improvise.
2) Unique ship upgrades are being added next. These affect the player's ship, or multiple pieces of equipment.

#metroidvania #bullethell #indiegamedev
September 26, 2025 at 9:30 PM
Today's Aerostrike progress report:

1) Finally figured out how to set up the code for tacking general updates. Next comes actually adding them to the game.
2) Finished setting up the base upgrade for ordnance. I had quite a bit of fun coming up with them.

#metroidvania #bullethell #indiegamedev
September 24, 2025 at 12:04 AM
Good news, #SAGE2025 is live!

As stated previously, Potatostrike is participating on this year's SAGExpo. Here are the links for anyone that wants to try it out:

Official SAGE 2025 Booth:
sonicfangameshq.com/forums/showc...

Itchio:
lmg3864.itch.io/potatostrike

#bullethell #shmup #indiegamedev
September 20, 2025 at 4:25 PM
Today's Aerostrike progress report:

1) Finished setting up the base upgrades for weapons. I might change a few later down the line, they feel a bit lacking.
2) Finished setting up the base upgrades for abilities. These ones I do feel more comfortable with.

#metroidvania #bullethell #indiegamedev
September 18, 2025 at 3:49 AM
Today's Aerostrike progress report:

1) Finished setting up the base code for equipment upgrades. Now each upgrade must be added individually.
2) Ran into a few issues setting up the upgrade system. Some older parts of the UI code required modifications.

#metroidvania #bullethell #indiegamedev
September 13, 2025 at 3:20 AM
Today's Aerostrike progress report:

1) The code for unlockable items is now mostly set! The player can collect weapons, ordnance, and abilities.
2) Next up is setting up the code for upgrades and stat expansion items. Hopefully it won't be too difficult.

#metroidvania #bullethell #indiegamedev
September 8, 2025 at 9:25 PM
Today's Aerostrike progress report:

1) Multiple equipment items have been added. Their logic was also modified to be a bit more versatile and convenient.
2) Work has begun on the code for unlockable items, as well as general game data that must be tracked.

#metroidvania #bullethell #indiegamedev
September 5, 2025 at 11:03 PM
Today's Aerostrike progress report:

1) Pickups have been added! They come in multiple sizes, which give different amounts of their respective resources.
2) Equipment items are also being added. They unlock new weapons, ordnance, abilities, and upgrades.

#metroidvania #bullethell #indiegamedev
September 3, 2025 at 11:11 PM
A new update for Potatostrike has been released!

Version 0.7.2 includes primarily fixes and technical changes to the game in preparation of SAGE 2025.

Links in the replies.

I'll share the link to the game's booth once the event starts in September.

#bullethell #shmup #indiegamedev #patchnotes
August 29, 2025 at 9:11 PM
Today's Potatostrike progress report:

1) Finished making the trailer for #SAGE2025! It showcases some of the newer Potatoes that have been added since last year.
2) All that's missing is finishing the SAGE version of the game and creating a brand new booth.

#bullethell #shmup #indiegamedev
August 27, 2025 at 11:17 PM
Today's Potatostrike progress report:

1) Preparing the game for #SAGE2025. The splash video has already been added and is fully functional. Next up is creating a new video for the trailer.
2) Fixed a bug that seemingly unlocked Endless Mode incorrectly. Whoops!

#bullethell #shmup #indiegamedev
August 20, 2025 at 11:45 PM
Today's Game Jam report:

1) I joined a game jam hosted by Dokibird, and have been working with a team on our entry. It's a silly physics-based game made on Godot.
2) I've been learning a lot about Godot, especially UI nodes. Here's one of the screens I worked on!

#DokiJam #GameJam #indiegamedev
August 13, 2025 at 11:34 PM
Today's Aerostrike progress report:

1) Adjusted the melee AI system. It will keep flying straight past their target, then turn around once it's far enough or hits a wall.
2) Their weapon was also modified to hit once every 8 frames instead of once per frame.

#metroidvania #bullethell #indiegamedev
August 8, 2025 at 3:40 AM
Today's Aerostrike progress report:

1) Initial setup for "contact" weapons, which will deal damage when they collide with a target entity.
2) Additionally, work has begun on a melee AI system. It's a bit tricky to set up with the new pathfinding system.

#metroidvania #bullethell #indiegamedev
August 5, 2025 at 11:50 PM
Today's Attrition progress report:

1) Decided to keep the text display for bindings. The icons would not fit correctly inside the old buttons.
2) Also added support for Borderless Windowed and Fullscreen Borderless display modes, as well as resolution settings!

#turnbased #strategy #indiegamedev
July 28, 2025 at 10:42 PM