Second Slip
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secondslipgames.bsky.social
Second Slip
@secondslipgames.bsky.social
Indie studio working on cricket card-and-dice duel game, inspired by 149 years of test cricket and pokemon.

making the first ever cricket game with no power bars that are red at the bottom and green in a tiny sliver near the top but not right at the top
huge comedy explosion at the end!
October 23, 2025 at 2:11 AM
there's way too much info. 'this aint it' but it's just another of the myriad things that i have to put a reminder on to iterate once the game exists, start to finish. I may end up shipping like this 😂 but doesn't mean i'm not hoping to make every single piece as effortless as possible
October 1, 2025 at 1:10 AM
and I say that as a working professional software designer of nearly 20 years! I'm concerned that the UI won't feel executed correctly without higher fidelity art and some polish. but gotta make it work first tho right! and get it in tester hands before the fun art stuff :D
September 30, 2025 at 2:48 PM
ergh, I make a point not to pay Adobe any money. Thanks for the steer! I've got the 'alternatives to AE' listicles open now 👍
September 30, 2025 at 10:45 AM
Hey gang, video tools question- what did you use to make this screencap and such nicely flowing animations? I've done work like this in Canva before but it was quite slow and difficult to use for such detailed work.
September 30, 2025 at 7:51 AM
Love this, short and sweet as well. 'Command and Conquer' is always my example of excellent naming. Alliterative as well as descriptive.
September 28, 2025 at 1:33 AM
I'm bummed I can't make this! Perhaps next year, although flying from Perth, Australia would be expensive 😂
September 22, 2025 at 1:57 PM
love the vibes. adom was huge for me as a teenager in the 90s and great to see ASCII still getting love
September 22, 2025 at 5:15 AM
This game looks great already!! Wow omg. Congrats and please keep going 👍
September 16, 2025 at 3:39 AM
Starting the tracking with a bunch of wins on the board made me feel like I had momentum when really I had just been cobbling things together here and there. strange how visualising something can change yr perception about it
September 15, 2025 at 2:57 PM
I also only really started tracking this after I had done a heap of early play tests. the game went through a lot of iterations on paper, specifically index cards and printouts in card protectors. I think I would have cut at least 10 whole decks of the cards in various forms
September 15, 2025 at 2:57 PM
perfecto!!
September 14, 2025 at 10:52 AM
chefs kiss dot gif
September 14, 2025 at 1:43 AM
vendors!! I've been eying off some of yr fonts, they look great. Do you earn a better % from itch or patreon?
September 14, 2025 at 1:39 AM
omg yes.
September 13, 2025 at 1:04 PM
is there a spangled emperor in there? I looked but might have missed it!
September 12, 2025 at 2:22 PM
I think it's an improvement though, you clearly care about the hierarchy! for me, a lot of the time finding the right balance is just how many container elements to use, and sometimes the answer is none?! 😂 I find that hard.
September 12, 2025 at 2:12 PM
My suggestion is a bit more contrast between the font and bg colours, in particular the brown text.. hard for low vision people to deal with low contrast ratios 👍
September 12, 2025 at 3:25 AM
Another factor is that we use an external dev partner to supplement skills we don't have, so using this approach means the requirements are absolutely clear to anyone who needs them. The amount of improvisation from them that I want is.. close to zero 😂
September 11, 2025 at 1:13 AM
I'm trying to avoid overplanning by not being too prescriptive with how this develops. I'm laying the game processes out in a visual way to help the development as well as provide a scaffold for the game. The scope is the hard part though.. how much of this to do vs how much to wing in dev?
September 11, 2025 at 1:13 AM