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quivscor.bsky.social
Quivscor
@quivscor.bsky.social
Day 3-ish of MVM Jam, working on movement for the entirety of first week.

Taking this opportunity to get comfortable with blueprints, this is my first Unreal experience.

Conceptually, the character will turn into ball of lightning and travel on cables, you just gotta imagine most of it for now heh
November 18, 2025 at 11:30 PM
I've disappeared off the face of the earth for few weeks, but I'm slowly getting back into things. Everything's bugged as heck buuut i got progression back into normal mode so there's that.

#gamedev #indiegame
September 2, 2025 at 10:03 PM
Had a bit busy last weekend, but we're back in action! Closing game loop this week so I can get a feel for actual game progression without imagining things heh.
#gamedev #indiegamedev #screenshotsaturday
August 9, 2025 at 9:59 AM
Skirmish in a small room

#screenshotsaturday #indiegame #gamedev
July 26, 2025 at 9:38 AM
I let myself do some prototyping this weekend, among the prototypes new silly mushroom enemy, might be unbalanced.

Music is from Rimworld, which I'm gonna go play right now, can't get it out of my head 😅

#gamedev #indiegamedev
July 20, 2025 at 6:28 PM
A lot of rocks in this one
#indiegame #indiegamedev #screenshotsaturday
July 19, 2025 at 9:40 AM
Finally, effects and sounds 🥳

#gamedev #indiegame
July 6, 2025 at 3:55 PM
Adding some visual fidelity to enemies today, she can finally fall flat, very important
#gamedev
July 5, 2025 at 9:14 AM
Last week I found out that I can toy with the idea of neutral enemies and it works pretty well out of the box. Uneasy alliance definitely spiced up the encounter, even if ultimately they led to my demise 😔
#screenshotsaturday #indiegames #indiegamedev
June 28, 2025 at 9:02 AM
Green cube demolishes little green man, more news at 11
#indiegame
June 22, 2025 at 8:20 AM
An interesting side effect of the targetting rework is that now goblins will absolutely beat the shit out of crates and barrels before they notice the player, cause that's what the closest to them.
#screenshotsaturday #indiegame
June 21, 2025 at 1:21 PM
Last playtest we figured out that spearman didn't have a lot going on in actual battles, she constantly does stuff but it hardly matters to the players. So I added tracking to stab attacks and man does that change a lot... 😳
#gamedev #indiegamedev
June 19, 2025 at 8:45 AM
Today it's playtest day! I'm gonna give the game to civilians to see how the new group behavior is received. Also thanks to the rework I can add little buddies to the player team.
#screenshotsaturday #gamedev
June 14, 2025 at 11:05 AM
Test run of new crowd behaviors against a fully ranged weapon, this is one of the cases where it behaves quite well, there's enough pressure, but currently often they end up leaving a bit too much room imo
#indiegamedev #gamedev
June 8, 2025 at 12:44 PM
Lil goober swarm, now with extra *spread*
#gamedev
June 2, 2025 at 10:14 PM
I think I got what I was looking for. There's a lot going on under the hood and it needs some polish, but I got the tools to:
- give player some space
- respond if harmed/approached
- target whoever is closest/deals more damage instead of hardlocking player (summons soon?)

#gamedev #indiegamedev
May 31, 2025 at 12:13 AM
Expanding capabilities of my enemies so they can do this instead
May 24, 2025 at 9:31 PM
This weekend gonna tackle something different, in order to battle some of the chaos that's going on with enemies I'm introducing a combat log, that player can see to verify what happened at what point with damage numbers, statuses, modifiers etc etc...

#indiegamedev #gamedev
May 24, 2025 at 10:35 AM