Oof, been making invisible progress on some things as well!
Worst kind of progress if you ask me! ๐ค
@krajzeg.bsky.social
Creator of Slipways: ๐ https://s.team/a/1264280/ ๐ Just released Solitomb, a dungeon-crawly solitaire-pokery roguelike! โ๏ธ https://krajzeg.itch.io/solitomb โ๏ธ Posting about all of it. Possibly overthinking the whole thing.
Oof, been making invisible progress on some things as well!
Worst kind of progress if you ask me! ๐ค
Most of my work on this effect today has been making it subtler so it does not obscure gameplay ๐
Everything's tradeoffs, but it's nice to know I might have overdone it in this direction.
That's the crux of the question - do you expect a timer like this to tick down (two turns left in that case) or tick up (three turns to fully charge).
It's a bit more obvious when you're actually playing, since the meter starts full/empty, but I'm still curious which one people expect.
That's the question though - do people intuitively expect it to tick down or tick up?
When you can actually play the game, both are easy to guess because the meter starts full/empty leading you to the right interpretation - but I'm still curious which one people expect to be the default๐
Still not quite done, you might have time for another one! ๐
22.07.2025 17:34 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0My notebook!
๐
22.07.2025 15:54 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Noted! Maybe not quite to the level of the HP/power bottles, but there's sure room to spruce these counters up a bit.
A lot of the game is still very, very WIP lookswise ๐
Indeed I am!
If I enjoyed marketing the game as much as making it, things would be very different ๐
But hey, I got the word out to at least one person today ๐
We still don't have polls here on Bluesky, right? I've been away for a while ๐
Replies appreciated! ๐ค
Happy with the mechanics for the boss battles now, still working out the interface โ๏ธ
Quick question here to help me out: the boss is targeting one of your cards with a move that charges over time. Can you read from this UI how many turns until the card gets hit? ๐ง
#indiedev #gamedev #indiegame
Nope, don't think so! Just some "demon face" references from various places, though I can't rule one of them being a 90s thing ๐
It's a quick sketch anyway for until the real art gets there ๐
I spent so much time prototyping with nothing coming out of it the last few years that I'm actually super-excited to take a project all the way this time ๐
18.07.2025 09:02 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Yeah, a boss fight just would not fit in the PICO-8 version, no matter how hard I squeezed ๐ I'm glad it's working out as I'd hoped for this one!
17.07.2025 18:44 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0(next next step: make it look nice! ๐)
17.07.2025 15:12 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0A prototype boss fight in progress with a placeholder demon sketch in place.
Prototyping boss fights for Solitomb this week ๐ ๏ธ
Very WIP sketch, but already plays quite well - whooping the demon's butt feels *so* nice after it's been harassing me throughout the entire run! ๐ค
Next step: make the mechanics readable to people who aren't me! ๐
#gamedev #indiedev #indiegame
Quickly throwing together a new arena so that I actually have room to prototype a boss fight! ๐
For now, just imagine a gigantic demon looming in that black void ๐ฟ
#gamedev #indiedev #indiegame
The previous placeholder image for a Splinterslime elite.
The new Splinterslime image inside a nicer frame.
Mostly working on prototyping lately and that's hard to show, but I did make some nice visual progress on Solitomb's elite cards ๐
#gamedev #indiedev
Awesome! ๐ฅณ
08.07.2025 14:54 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Haven't been thinking about ports much just yet!
Not opposed to an Xbox port down the road, but I'm not even sure how one goes about getting a devkit these days ๐
Always a tradeoff, unfortunately! I did some experiments with larger-resolution pixelart, but couldn't find a good fit (readability was indeed a factor)
07.07.2025 18:09 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0It's always tricky with having to change things up for the bigger commercial release - I get it. Unfortunately, it's not feasible to do all the art twice, which is what would be required to let people freely switch (let's see if it's feasible to do it all once! ๐)
07.07.2025 16:35 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Joining the solitaire #indiedev club! ๐
07.07.2025 16:00 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0If you haven't played the #pico8 original yet, there's no time like the present ๐
Play it for free in your browser:
โ๏ธ krajzeg.itch.io/solitomb โ๏ธ
After some time deep in the tank, here's a first look at the new Solitomb!
Took a while to get here, but with the visual style set and original #pico8 mechanics reimplemented, I'm now free to expand on the formula โ๏ธ
Expect more updates as I go ๐
#gamedev #indiegame
I'm proud to announce Siegecaster, an active skill-based siege defense game. It will be ready for everyone to check out next month as part of the Steam Next Fest!
RTs appreciated!
store.steampowered.com/app/3138350/...
Happy holidays, everyone! ๐
Taking a bit of a break from #gamedev and from social media until the new year - see you all in 2025! ๐
The depth map is green since other channels are reserved for more effects, like the flowy/wiggly thing done for the wisp ๐ป
22.12.2024 18:30 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0There is a depth map done manually - but it's quick work compared to 3D modeling, and you can use existing 2D art, unlike with a model.
It looks pretty good with solid objects/characters as well, as long as you keep to small angles (can't show examples since I tested with copyrighed art).
PICO-8 art for the Cerulean Wisp, from Solitomb.
(it's a reimagining of this little guy)
22.12.2024 16:20 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0More Seal of Solitomb exploration!
Trying to figure out how far I could push 2D monster art by adding depth and movement with a shader โจ
#gamedev #indiedev