Rendah Games
rendahgames.bsky.social
Rendah Games
@rendahgames.bsky.social
Solo game developer behind such games as Berserker's Descent and HYPERBALL TACHYON
this game fucking owns and I am probably going to work my way through the first loop
(I haven't got past 1-6 😔)
January 20, 2026 at 12:41 AM
runs fantastic in the browser for me
January 19, 2026 at 12:25 AM
I'm just making the Rampart-like myself 😎
November 14, 2025 at 2:11 AM
Joseph Scranderson
October 29, 2025 at 8:00 AM
Perhaps shorter runbacks make sense in games where most of your improvement is recognizing attack strings and pressing roll/parry at the right time, because you're just drilling muscle memory

So long runbacks would be better for games where you can meaningfully think about strategy and positioning
September 19, 2025 at 2:16 AM
IMO it's just as easy to say "if the players have to go through a long runback, they'll forget what they learned last time, and be more risk-averse about experimenting"

The answer is probably somewhere inbetween, right? The optimal runback time probably varies from player to player, unfortunately
September 19, 2025 at 2:04 AM
Extends for scoring or level secrets kind of do this, but are too powerful when they come with free bombs to give out more than a couple times per run
September 1, 2025 at 7:59 AM
Somewhat related; I think many games don't bother making good scoring because they know most casual players ignore it, and more games should mess with Radiant Silvergun/Zero Ranger rewards for scoring. (Power ups and "health regen," essentially)
Scoring -> Survival instead of Survival -> Scoring
September 1, 2025 at 7:58 AM
Man, Dirt Rally 2 has ruined other racing games for me, it's fantastic. After getting used to it, it's like you aren't actually allowed to control your car in most racing games.

If I had a few million dollars and a team I'd make a racing extraction game with Rush 2049 / Dirt Rally style controls
July 30, 2025 at 10:20 AM
I put a turbo mode in my first game and it was surprisingly easy to do. You can just increase the Timescale (in Unity) and for me, it didn't cause a single bug throughout the entire development.
More devs should really look into it, the workload might end up being no more than the UI for the toggle
March 7, 2025 at 9:10 AM
Could be interesting to start throwing in Shmup versions of those doors with faces in God Hand that force you to learn updodging to get through
Make people clear something like the Blue Revolver streaming tutorial mission before it will let them progress, and don't punish them for failing whatsoever
January 22, 2025 at 5:43 PM
I fuckin' love Rabbit & Steel, and I like Giga Wing so I'll check out Mars Matrix for sure.

That's definitely what I'm talking about. Use strong gimmicks like Reflecting or Ikaruga swaps or Radiant Silvergun's Exp to ease people in, then somehow make advanced macrododging really clear and learnable
January 22, 2025 at 5:36 PM
I don't know what that looks like, it's definitely not CYGNI, but I have to wonder how a perfectly-executed version of something like CYGNI would be received.
January 22, 2025 at 1:10 PM
I've been feeling like Bmups and Shmups are cursed lately. Both genres are largely about not getting in losing positions, which are inherently much harder to recognize than "you died because you mistimed a roll"
IMO the genres need to find ways to adapt to modern gamers without compromising on depth
January 22, 2025 at 1:03 PM
Basically, if the player is making a mistake by letting the enemy get close enough in the first place, it will feel MORE fair if you punish them for it consistently instead of sometimes, randomly
January 13, 2025 at 12:11 AM
I tend to make them instant or near-instant, low range, and 100% consistent. That makes it very clear to the player that luck and reaction time aren't the issue. Alternatively you can have them do a startup animation far away, then run up to the player with a fast attack visibly "charged".
January 13, 2025 at 12:09 AM
The bitrate making the game completely illegible is an artistic choice and proof I'm on the right track
December 4, 2024 at 1:53 AM