Why chasing twitter's approval doesn't work
The opinions you believe are universal are being fed to you by an algorithm designed to show you what you want.
Today's Load-bearing Tomato addresses the age old question:
"why don't the devs just [SOCIAL MEDIA OPINION]"
It turns out, "a lot of reasons", but if you never have to test your ideas, you never have to discover why they're not any good.
loadbearingtomato.com/p/why-chasin...
12.02.2026 23:20 β
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Four Godot+Rust tricks
I've been prototyping a turn-based game for a couple months now. I've landed on the with the [^1] as the way to go for that prototype. Here's four nice tric...
New blog post!
I've been thoroughly enjoying making a game in Godot, using the excellent Rust integration provided by the godot crate. But it hasn't been entirely painless, so here's four things I figured out that make the experience even better: blog.lokkij.com/godotrust-tr...
08.02.2026 10:16 β
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We're launching a website.
Jank is an independent PC games website funded by readers.
jank.cool
If you like funny, thoughtful games journalism and can't stand adverts, deals posts, affiliate links, and other nonsense - Jank is for you.
27.01.2026 12:50 β
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t. #pixelart
27.01.2026 03:21 β
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Adam this is great!
25.01.2026 13:02 β
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#pixelart
24.01.2026 19:52 β
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Dark rituals and dungeon dwellers clash in this frantic war for territory.
In Ritual Underground players draw from a shared deck and dice pool β any resource you leave unused may be turned against you.
Playtesting now, with print and play and tabletop simulator!
tinyurl.com/ritualund
22.01.2026 12:58 β
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orb seer #pixelart
21.01.2026 20:49 β
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Update: I fixed a couple bugs; most notably, the game now periodically checks for words that got stuck outside the play area or in the top right, and teleports them back to the middle. There was also a bug where completed categories didn't always receive a tickmark; this shouldn't happen any more.
21.01.2026 07:09 β
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Thank you! β€οΈ
Yeah, I made the categories by hand. I tried for a mix of simple, concrete categories and some really funky ones; glad to hear you found them creative!
19.01.2026 08:37 β
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I made this in a weekend (I had the idea last Friday), so let me know if you find any issues. I tested it a bunch, but variation between browsers can be a giant pain sometimes.
Also note that at the moment, the game does not save - if you reload the tab, your progress will reset!
19.01.2026 07:18 β
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π¦ Connected Categories
A game of grouping words into categories, then finding the connections between them.
I made a word game! You sort words into categories, and then find the connections between the categories.
It turned out really fun, and it's pretty big: this one puzzle has 87 words divided over 18 categories.
You can play it here: lokkij.com/categories
Tablet or larger screen recommended.
19.01.2026 07:18 β
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Still looking for more alpha testers for KERO, my 2D game framework for Rust! It's like MonoGame or LΓVE, but in Rust!
If you're new to Rust or experienced, anyone is welcome, I think coding games is a cool way to learn a language.
CRATE: crates.io/crates/kero
DISCORD: discord.gg/AYjNw9WHJa
16.01.2026 20:43 β
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12.01.2026 07:24 β
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% reduction systems in games
Percentage-based damage reduction systems in games can be pretty counterintuitive when scaled, and can lead to some nasty surprises if you aren't aware o...
I've written a blog post about %-based reduction systems in games: blog.lokkij.com/reduction-sy...
If you're creating a game with stats like cooldown reduction or damage reduction and you haven't given much thought to how those stats scale, this post should help you avoid some pitfalls!
10.01.2026 20:05 β
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That approach doesn't help on the reduction side (flat bonuses can approach the asymptote just as well as % bonuses) and you probably still want to sprinkle in some juicy % bonuses, but then at least the bulk of your system is clear and unambiguous.
11.01.2026 17:31 β
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Yeah, that's a classic. For the positive side, I like the way League of Legends does it, where you get a lot of flat bonuses to a stat (attack damage, ability power) and abilities tell you exactly how they scale with that stat. Gives you a lot of flexibility while still being super clear.
11.01.2026 17:28 β
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Hey bsky I'm an artist and game developer transitioning away from twitter. If you like my art or my games help me out by sharing it around. There will be no shortage of RUIN related art for the foreseeable future.
#gamedev #pixelart
11.01.2026 01:34 β
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Plus, the explanation of βif you equip this items, you will receive 30% less damage than before you equipped the itemβ is pretty appealing. Thereβs still some oddness in that five items of 10% are much worse than one item of 50%, but eh, no system involving lots of numbers can be perfectly intuitive
11.01.2026 08:57 β
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This is a cool approach! It doesnβt scale linearly: 20%+30%+30% gives 155 effective HP by my calculations, which is much better than the 400 eHP from additive stacking but still more than the 80 eHP from a linear system. If you mostly give out small values of the stat I imagine it works pretty well.
11.01.2026 08:55 β
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% reduction systems in games
Percentage-based damage reduction systems in games can be pretty counterintuitive when scaled, and can lead to some nasty surprises if you aren't aware o...
I've written a blog post about %-based reduction systems in games: blog.lokkij.com/reduction-sy...
If you're creating a game with stats like cooldown reduction or damage reduction and you haven't given much thought to how those stats scale, this post should help you avoid some pitfalls!
10.01.2026 20:05 β
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Great idea, I'm in!
28.09.2025 12:31 β
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Advice on running a game jam
Things I learned from hosting Falling Block Jam
Here is the advice I wish I'd had about running a pretty big game jam on itch
davemakes.com/extremelyspe...
27.09.2025 04:53 β
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a sea-bird has built a somewhat unbelievable nest on the roof of your house. what do you do?
13.08.2025 19:56 β
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