20-something hobbyist game dev using Godot for fun and (no) profit
murischief.itch.io
Simplicity Jam has wrapped up, and Shiv got 3rd place (in a tight race, too!) Glad the game was so well received by so many, and keep posted for my next project!
#gamedev #indiedev #solodev #pixelart #horror
Got to 100 plays in-browser today, so I made a little short! Huge thanks to everyone who's played!
(And if you haven't... murischief.itch.io/shiv)
#gamedev #indiedev #solodev
Got to 100 plays in-browser today, so I made a little short! Huge thanks to everyone who's played!
(And if you haven't... murischief.itch.io/shiv)
#gamedev #indiedev #solodev
Working on a turn-based #RPG system in #Godot, and started with a modular ability system. Essentially, the top-level script can run over the tree and "compute" the effect of the skill. I think it's neat!
#gamedev
Working on a turn-based #RPG system in #Godot, and started with a modular ability system. Essentially, the top-level script can run over the tree and "compute" the effect of the skill. I think it's neat!
#gamedev
Starting to realize I have an addition to refreshing the analytics tab...
#gamedev #indiegame #indiedev #solodev #pixelart
Starting to realize I have an addition to refreshing the analytics tab...
#gamedev #indiegame #indiedev #solodev #pixelart
Thank you so much to everyone who's played or left a comment! Now to figure out what I'm doing next...
#gamedev #indiegame
Thank you so much to everyone who's played or left a comment! Now to figure out what I'm doing next...
#gamedev #indiegame
#gamedev #indiedev #solodev #devlog #pixelart #shaders #indiegame
#gamedev #indiedev #solodev #devlog #pixelart #shaders #indiegame
Shiv is done, submitted, and live! Thanks for all the attention this has been getting, and if you've liked what you've seen, you can play the game for free here:
murischief.itch.io/shiv
#gamedev #indiedev #solodev #devlog #pixelart #shaders #indiegame
Shiv is done, submitted, and live! Thanks for all the attention this has been getting, and if you've liked what you've seen, you can play the game for free here:
murischief.itch.io/shiv
#gamedev #indiedev #solodev #devlog #pixelart #shaders #indiegame
Finally finished levels 4 and 5, bugfixed the hell out of web, and I'm basically ready to launch! It's hard to believe it's only been a week since I started this, and I'm super excited to share it! (after more testing)
#gamedev #indiedev #solodev #devlog #pixelart #shaders
Today was mostly a day of rest, though I did spend a good amount of it getting web builds to work properly. Note to self: check which features are web-compatible *before* building your game around them 🙃
#gamedev #indiedev #solodev #devlog #pixelart #shaders
Still working on level 4, but today was mostly spent on integrating playtester (read: beloved friends I roped in) feedback. Biggest thing was the detection meter, which I think has a really fun look!
#gamedev #indiedev #solodev #devlog #pixelart #shaders
Did some proper balancing for level 1, made level 2 (implementing the lockpicking mechanic from yesterday), and made a new enemy for level 3 (more on that tomorrow). For now, enjoy the new fancy main menu!
#gamedev #gamejam #pixelart #indiedev
Today I've added lockpicking into the mix! These doors *can* be opened, but only by making a ton of noise, which might get you in a bit of trouble. That's essentially the last mechanic I needed to add, so it's all level design from here!
#gamedev #indiegamedev
Today I've added lockpicking into the mix! These doors *can* be opened, but only by making a ton of noise, which might get you in a bit of trouble. That's essentially the last mechanic I needed to add, so it's all level design from here!
#gamedev #indiegamedev
Nothing flashy today, mostly grappling with Godot web exports for itch (bad). As far as actual features, there's now a proper tutorial level, as well as a journal feature to give instruction and hints. Bonus touch of polish: torches now dim when enemies are near!
Nothing flashy today, mostly grappling with Godot web exports for itch (bad). As far as actual features, there's now a proper tutorial level, as well as a journal feature to give instruction and hints. Bonus touch of polish: torches now dim when enemies are near!
Today was a split between the fun cosmetic stuff (namely palette swapping and the new death animation!), and the practical (prototyping the first level). 6 days left, but I think it's looking promising!
#gamejam #indiegames
Today was a split between the fun cosmetic stuff (namely palette swapping and the new death animation!), and the practical (prototyping the first level). 6 days left, but I think it's looking promising!
#gamejam #indiegames
#screenshotsaturday #gamedev #pixelart
imgur.com/a/85bqB6l
#screenshotsaturday #gamedev #pixelart
imgur.com/a/85bqB6l
Here I'm showing off my invisible guard enemy. Kinda tough to stab a back you can't see! Also made some good progress with navigation, setting up the gridmap, the new UI, and a whole bespoke intro cutscene (not pictured)
#gamedev #indiegamedev
Here I'm showing off my invisible guard enemy. Kinda tough to stab a back you can't see! Also made some good progress with navigation, setting up the gridmap, the new UI, and a whole bespoke intro cutscene (not pictured)
#gamedev #indiegamedev
Day 1: Got the dithering shader working for general aesthetic. Planning to have palette swapping available in the final game, but I think this is enough to work with to get the functional bits done. #gamedev #pixelart (?)
It's my experience that LLMs are only good for boilerplate, and it's failed when for anything more interesting.
It's my experience that LLMs are only good for boilerplate, and it's failed when for anything more interesting.