This sounds like a very, very dumb idea. Tempted to prototype it now
18.10.2025 17:47 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0@albertalberto.bsky.social
I make videogames. My videogames: https://albertalberto.itch.io/ Currently working on releasing a videogame on Steam. Check out my journal on that here: https://albertalberto.substack.com/s/project-steam-release
This sounds like a very, very dumb idea. Tempted to prototype it now
18.10.2025 17:47 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I feel like I've been too "in my head" recently in terms of game ideas, so I've been trying to get more into making silly prototypes to test them in practice.
Here's a small mouse controller to throw and juggle some balls (and knives :o)
#gamedev #indiedev
The list is now public!
75+ games developed in less than a year by solo/small teams, ranging from massive hits to niche middle-earning games I bet you don't know about :)
If you know of any more that may fit, feel free to share!
albertalberto.notion.site/The-Steam-Mi...
#gamedev #indiedev
This is super cute. Also I like the swaying! Goes a long way in giving the world a little life, especially if there will be a bunch of these next to each other later to make forest "walls".
Proportions look a little cartoony, but may make more sense once there's more props for size reference :)
I'm making a list of Steam releases made by tiny teams in little time. Share your story!
I'm especially looking for ones that aren't super popular, but still managed to find a niche and stay profitable (what some would call "middle games").
Know any that would fit the bill?
#gamedev #indiedev
And I wrote a more step-by-step overview going over more aspects of the upgrade system in this blog, if you'd like to check it out! albertalberto.substack.com/p/building-a...
18.08.2025 11:40 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Overall, I'm very happy with how this system turned out, and I'm more than ready to implement similar systems in future games if needed!
You can play the game here: albertalberto.itch.io/bola-brawl (Warning, it is currently extremely hard. Good luck!)
And, thanks to a SignalBus using Godot signals, effects can trigger off of any event in the game without adding more dependencies and without caring about any of the other current upgrades. Pretty clean!
I'm still getting used to the way Godot architecture works, but implementing this helped a lot!
This makes stacking advanced effects on a player as easy as adding nodes as a child of the player!
These can be functional, with a script driving the effect, or have any other visuals, animations and behaviors through extra nodes inside of it.
Here's the player with a party hat as an upgrade :)
A screenshot of the following code: class_name UpgradeData extends Resource # UI data @export var name : String @export var sprite : Texture2D @export_multiline var description : String @export_multiline var flavor_text : String @export var player_upgrade_behavior: PackedScene
"UpgradeData" is a type of resource that contains data about an upgrade. This includes the name, icon, stat changes...
...And a reference to a scene, named "Player behavior scene". This scene is instantiated as a child o the player, and doubles as both more advanced functionality and cosmetics!
Godot is entirely based around nodes as building blocks. Coming from a Unity background, I'm too used to handling "backend" functionality purely through scripting.
But here, I asked "Can an upgrade just be a node that handles whatever the upgrade does?"
And the answer is... Yes, and it's amazing!
Last week I released "Bola Brawl", a โsurvivorsโ-style game where you swing a bola to attack! It was made for "La Gameja" game jam, as a team of 3.
One of my main contributions was the stackable upgrades system. #godot node-based architecture made the job easy, and I want to talk about it!! (1/7)
I've kept myself busy this month! I entered two game jams, both of which with @albertalberto.bsky.social and one of 'em with @vitvit.bsky.social and one more friend! Both of them are in my amartdev.itch.io, Roundabout to Hell and Bola Brawl!
(I am exhausted, send help)
I should be more active here but I'm really lost in terms of how to approach my activity here. A lot of the time it feels like talking to no one, just putting my work out there.
I'm still updating my blog but I'm too self-conscious about spamming here every week hhh
I found this by complete chance and the intrusive thoughts are winning. Will probably make something silly for this
07.03.2025 23:38 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0A last-minute random encounter with @wayfarergames.bsky.social lead to me handling most of the level design/content for his latest game jam game - 5n3k!
My highscore with 0 deaths is currently around 170k... Can you beat it? >:)
wayfarergames.itch.io/5n3k
#gamedev
Over the past few days I've grown more and more convinced that pivoting from the bracelets game was a great idea.
The re-made game jam QUARTER CUT is now in an actually playable state :o I'm committed to keeping the scope of this project extreeeeemely small, but still aiming for a November release!
Super late blog post in which I explain the new direction for my plan to release a game on Steam.
In the end, I've decided my target game will be a remake of an old game jam entry. But why? And what does that entail?
open.substack.com/pub/albertal...
Score popups! These are completely detatched from the main game logic, and driven through the Scriptable Object Architecture.
Thought I'd turn my latest progress blog post into a tutorial on how this was implemented into my game!
#gamedev
open.substack.com/pub/albertal...
I've been hard at work mocking up the visual style for the cozy bracelet-building score-chasing roguelike (wow) I'm working on solo. No UI to be seen yet though. (Although there's some empty space conveniently in the middle of the ring...)
This also marks my first #screenshotsaturday :D
#gamedev
Finally got the ball rolling (heh) and after a couple failed attempts, implemented conditionals effects!
This, coupled with the event-action architecture for passive effects, starts allowing for some more complex behaviors - Like this ball that rolls forward whenever the previour charm triggers :)
Hi hello hey, any slots left? ๐
12.02.2025 14:44 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Wait I'm actually making a game now I should participate in screenshot saturday lmao. I guess that's a deadline to get a proposal of the game's visuals done for next week ๐
09.02.2025 21:10 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Basic game systems done, an idea set in place, a semblance of an attempt at an art style, a marketing plan kinda there...
aaaaand it's Sunday again, which means new progress blog!
#gamedev
open.substack.com/pub/albertal...
Added to the collection
07.02.2025 17:09 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0A vector-art image of a white bracelet with a few charms: A yellow lollipop, a zipper, a mirror portal from Geometry Dash, a spike, "ppcat", a letter block, and a drink from Taco Bell (Baja blast and brisk mango siesta)
Here's some requests I've already done for a few friends :)
Again, I'm still figuring out the style, so it's not too consistent yet. But I thought I'd have some fun with this while I'm figuring it out!
A vector-art image of a white bracelet with a few charms: A blue ball, a football, a smiley pin, a yellow flower, a volcano, and a dice. A red and yellow ball are on the side.
GIVE ME ANY OBJECT, and I'll sketch/mock up how it'd look as a bracelet charm for my game!
I'm currently figuring out the artstyle of my game, and also need to practice my art skills :x
Anything goes - Something meaningful, a meme, or anything out of your own projects!
#gamedev #art
Gamedev status: I'm really relating to that one "nobody told me when you make a videogame you have to make the whole thing" post.
06.02.2025 22:53 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0Putting the systems I've implemented today to the test: Dice with unique animations and sprite swapping!
Even comes with a lil confetti burst when you roll a 6 :P
#gamedev
Old version, showing beads as colored hexagons textually showing the effect each charm has.
The "after" version. Charms/beads are now covered in a bold black outline. There's some white squares on the side.
A programmer art before and after. It's still very much placeholder and open to changes, but it helps better communicate the vibe of the game from early screenshots at least! #gamedev
05.02.2025 20:49 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0