Jealous of that whiteboard next to your workspace. That seems very handy.
08.11.2025 22:43 — 👍 1 🔁 0 💬 1 📌 0@drewwww.bsky.social
research & data @work, phd @medialab, engineer @olincollege. he/him. socio-technical systems, computer-mediated communication, online communities, data visualization playing: card games, roguelikes, mobas, wargames, 18xx making: https://drewww.itch.io
Jealous of that whiteboard next to your workspace. That seems very handy.
08.11.2025 22:43 — 👍 1 🔁 0 💬 1 📌 0See also Hoopla!
08.11.2025 16:16 — 👍 1 🔁 0 💬 0 📌 0Shrinking Circles: Declining Max Squad Size in Multiplayer Video Games as an Indicator of Rising Social Isolation
02.11.2025 20:50 — 👍 0 🔁 0 💬 0 📌 0Oh you figured out signing?? How painful was it? I had read horror stories and so I haven't even gone down that path yet.
21.10.2025 05:12 — 👍 0 🔁 0 💬 1 📌 0A kid at school gets $50 per tooth
11.10.2025 17:19 — 👍 1 🔁 0 💬 2 📌 0NEW COLORS!!
08.10.2025 05:51 — 👍 3 🔁 0 💬 1 📌 0the thing about asking for a worker owned anything on the web is that the pitch has to account for the fact that the website is going to - innately - be slower to add features, slower to respond to issues, have financial struggles, etc
06.10.2025 22:59 — 👍 449 🔁 72 💬 9 📌 3At new parent class they taught us "No good babies, just unobservant babies. It makes sense to cry, what they're going through."
I think about that a lot these days.
but the corner radius is still way off and consequently looks awkward even if they're not centered
25.09.2025 23:30 — 👍 1 🔁 0 💬 0 📌 0I guess this is the "approved" approach to solving this problem? leave a bunch of white space at the bottom of scroll bars?
25.09.2025 23:29 — 👍 4 🔁 0 💬 1 📌 0what are we doing here folks
25.09.2025 23:28 — 👍 6 🔁 0 💬 2 📌 0Check out a short gameplay video here: www.youtube.com/watch?v=A19R...
17.09.2025 17:27 — 👍 0 🔁 0 💬 0 📌 0Video game screenshot. Tile-based game, high contrast black and white with three red enemies surrounding a green player character. One of the enemies is targeting the player, with a line of red tiles indicating they are about to shoot.
Video game screenshot. Tile-based game, high contrast black and white. The player is next to a "stairs" tile, and orange explosion tiles surround them. They have three weapons -- cyclone, pistol, and shotgun.
Video game screenshot. Screen titled "RESUPPLY." A range of items are available -- bullets, a shotgun, and services like "heal all", "health +1", "energy +1", "recharge +1" Black background, white and red text.
RECLAIMER
a tactical roguelike
drewww.itch.io/reclaimer
Use your dash to pause time and establish the perfect attack, pushing enemies into walls to conserve ammo.
Escape with as much loot as you can!
@roguetemple.bsky.social #14drl #gamedev
are you thinking this is made visible to the player? or a dynamic that you might intuit because enemies seem to sense you around corners?
makes me curious also about scent management... could you mask your scent and sneak through an area with smelling enemies?
RECLAIMER — gameplay and tactics guide
www.youtube.com/watch?v=A19R...
There are some cool spatial mechanics at work in RECLAIMER that can really improve your efficiency and boost your score.
A screenshot of iMovie, showing the "create new" button with two kinds of things you can make: a movie, and a trailer.
I have a weird love for UI elements like this, where it implies an exhaustive list of kinds of things you might want to do, but it's only two things.
Anything, and a very specific thing.
Then I wonder ... what else was on the team's list before they stopped working on the product entirely?
I'm proud of how those dynamics come together! There's real foresight and planning required. You can manipulate sight lines, play enemies off each other. Sometimes you fight, sometimes you run.
There's no output randomness. Enough input randomness to pose increasingly hard problems to a player.
This has a more "traditional" rogue-like flavor than anything I've made to date. There's combat, there's a very explicit hunger clock, and there is a money/upgrades system with build variation.
The novelty here is (1) enemies telegraphing moves (like Into the Breach), and (2) a time-stopping dash.
Video game screenshot. Tile-based game, high contrast black and white with three red enemies surrounding a green player character. One of the enemies is targeting the player, with a line of red tiles indicating they are about to shoot.
Video game screenshot. Tile-based game, high contrast black and white. The player is next to a "stairs" tile, and orange explosion tiles surround them. They have three weapons -- cyclone, pistol, and shotgun.
Video game screenshot. Screen titled "RESUPPLY." A range of items are available -- bullets, a shotgun, and services like "heal all", "health +1", "energy +1", "recharge +1" Black background, white and red text.
RECLAIMER
a tactical roguelike
drewww.itch.io/reclaimer
Use your dash to pause time and establish the perfect attack, pushing enemies into walls to conserve ammo.
Escape with as much loot as you can!
@roguetemple.bsky.social #14drl #gamedev
I've got a playable build of my #14drl game available here if anyone wants to give it a go and share some feedback! drewww.itch.io/reclaimer
#gamedev
Changing a ton of stuff at once and it's ... kinda working. Level gen is a mess. There ARE little moments that now start to feel fun / interesting / game-y. But the systems are also pretty baroque and I'm not sure how intelligible I can make it in time for the end of the jam.
#14drl #gamedev
Combat starting to feel like something here. I think maybe bots need to have more time between shots but it does feel like something.
Main weirdness is that weapon switching takes a turn right now which makes it hard to set up perfect shots. May make it instant.
#gamedev #14drl
oh it works for rockets too!
you can't tell which bot is shooting you, which is sort of annoying. but if I made a rocket trooper sprite, maybe it's obvious enough.
fun dynamic -- I could make bot rockets low damage, but the risk is you get pushed into a wall.
Enemies shoot at you now. I was finding the zombie hordes coming at you to be a little too bland. Not sure about this, either, but it's ... something. Creates some chaos because bots will happily shoot each other.
07.09.2025 03:56 — 👍 0 🔁 0 💬 1 📌 0Added a ton of weapon juice. Animations, UI notifications when you are empty, when you reload, push animations, damage indicators, the works!
06.09.2025 20:15 — 👍 4 🔁 0 💬 1 📌 0This action is looking to be vital to drive pressure. Monday's at 9am are hard, but if you can be there, please do. Spread the word to other who might be interested.
06.09.2025 18:03 — 👍 4 🔁 2 💬 0 📌 0Shotgun is probably too good.
06.09.2025 06:16 — 👍 0 🔁 0 💬 0 📌 0New weapon templates working nicely. UI shows the effect area, knockback is calculated properly.
Per-weapon animations need to get juiced up, but the core mechanics seem pretty solid.
Making good progress on AOE weapons. This is demonstrating that it properly highlights cells that will be hit by the attack, respecting LOS from the target space.
#14drl