Aaron Koss - "TOWST: The One Who Sees Things"
banner
theonewhoponder.bsky.social
Aaron Koss - "TOWST: The One Who Sees Things"
@theonewhoponder.bsky.social
I love games. I love love.

Creating "TOWST", a first-person, story-rich, non-linear, rule-discovery, knowledge-based, puzzle-game, inspired-by the-bests. May contain humor.

Wishlist: s.team/a/3248630
Discord: discord.gg/cWhZwckXU3
I don't know why, but having to read individual numbers vs actually visually seeing the number of dots seems like a downgrade in readability, but it might boils down to each person's personal preferences;
maybe that other suggestion on reddit on using radials + numbers is a good compromise?
November 3, 2025 at 8:20 AM
I preferred the dots, but that's also because it reminded me of Isles of Sea and Sky metal boxes, those one's also fill up and then count down, as your original design;
maybe changing the sprite/color of the bomb instead of having it only flash could help as indicator for countdown?
November 3, 2025 at 8:17 AM
I lived in the Alps, in a lowest middle class, single mother with two kids we were still able to go ski multiple times a season. Today the price of one mother and two kids is still not as high as the price for one person for one day.
October 27, 2025 at 8:27 PM
Toro Inoue, the Japanese "mascot" of Playstation (at least at the time).
October 22, 2025 at 1:29 PM
1, it exist, 2, I thought of the same idea before googling it and finding out it exist, 3, mine was going to have new zealand voiceover.
Great minds thinks alike, but when everyone thinks alike, and everyone is great, then no one else is. You are great tho. Cheers!

www.youtube.com/watch?v=-m--...
"Schaeffers New Zealand Style Deck Sealant"
YouTube video by Kevin Goldman
www.youtube.com
October 18, 2025 at 5:40 PM
Live reaction of my computer baking all those lights:
a statue of a man with a beard and ears
ALT: a statue of a man with a beard and ears
media.tenor.com
October 11, 2025 at 8:05 PM
It's nice to see the enemy fly away as you hit them, but if they become invisible half the animation that takes it away from it.
Again, just my two cents/feedback from just this gif, which is probably slowed down so the effect might seem stronger than it really is.
Looks very good otherwise!
October 10, 2025 at 10:13 PM
I remember really disliking when games had your character become invisible when you accidentally hit some spikes, because then I don't know where my character is for a couple of frames and I jump into spikes again. I don't see it as beneficial to have it on enemies either.
October 10, 2025 at 10:11 PM
Looks a bit weird to have the enemy have the visible-invisible after being hit. Why not changing color of the sprite, or having no effect for it? The "clank" effect and the animation of the enemy might be enough?
Just some thoughts.
October 10, 2025 at 10:10 PM
Colorblind people not understanding why they are having a hard time on something that was supposed to be easy:
October 7, 2025 at 6:50 PM
Tangent: from a broader point of view, when developing a game I often found myself or other developers thinking "this feature is useless, no one would ever want it" only for it to be the most wanted feature and considered a sin not to have it. Gamedev can drive people crazy and alienate them.
October 5, 2025 at 8:05 PM
Regarding sokobans, if Baba is you manage to change the laws of reality and still allow undo, then "it's possible", but I cannot fathom how hard it would be. Might also be related to the engine. I hope what I said wasn't too nonsensical. I am also not used to character limit...
October 5, 2025 at 8:03 PM
I have been considering adding undo, and for my puzzle would be simple, and I feel I could do it. But as said above, not even a year ago I wouldn't have known how to make a normal "reset".
The architecture, if not planned or inexperienced, can become a huge obstacle.
October 5, 2025 at 8:01 PM
My game initially had no undo, nor a proper reset: you had to "fail" a number of times before the puzzle reset itself. This was done by me because I had no idea how to implement a reset, but feedback made me go and implement a proper one. Now you can reset, but no undo. However,
October 5, 2025 at 7:57 PM
But some mechanics may be much harder to have an undo.
The games mentioned seem to be the first game of the respective developers, except Shrink rooms, but that developer seem to have published/made multiple games in a very short span of time. I am a green leaf myself, so my insight could be wrong.
October 5, 2025 at 7:55 PM
Going mostly theoretical again, to have an undo, the "do" should be built with the architecture of the undo in mind, so if the main mechanic is made without it in mind it will be harder to factor in later without having to redo chunks of code or change certain things completely. BUT
October 5, 2025 at 7:52 PM
Depending on the game it might be “easy and cheap”, but, admittedly, only in theory (and maybe not even optimal). My solution would be to store variables in arrays and revert to previous indexes on undos?
I would be interested in such a talk or discussion too.
October 5, 2025 at 1:50 PM
I don't know what's about the evening/night so magical that makes me/us so productive. Is it the darkness? Is everyone being asleep removing our worries, or the lack of other responsabilities? The ability to access the dreams while being awake? The poor sleep balance or the caffeine?
October 4, 2025 at 7:48 AM
I really wish the "pay a smaller amount to enter early for an unfinished game, and with every patch the price goes up until it reaches 1.0 price" had become the standard, especially with how many games are coming in "early access" nowadays.
I also remember when the sun set south and rose north.
September 23, 2025 at 9:52 AM