New goal: making a tiny system for building terminal user interface like stuff with lots of silly effects.
#raylib #odinlang #gamedev
New goal: making a tiny system for building terminal user interface like stuff with lots of silly effects.
#raylib #odinlang #gamedev
Stack Prootocol is out NOW! π
Puzzle and bounce your way through 40+ levels, to help little Meep get RAM and repair a broken toaster!
Get the game on Steam:
store.steampowered.com/app/3937000/...
#indiedev #gamedev #godot #lowpoly
Added a section of the game where your headlight is broken and you must navigate only by glow stick light.
Careful around the bottomless pit!
#gamedev #screenshotsaturday #godot #indiegame
Experimenting with a bite-sized dungeon crawler. Not much there yet, but you can bribe monsters to leave the room so you can take a nap.
#screenshotsaturday #GameDev #playdate
My horror game OUTSIDE PARTIES for #Playdate is out. Years in the making! A βhidden-objectβ style audio/visual scavenger hunt across a single huge image, with 150 targets to find and a voice-acted βfound footageβ-like mystery to be uncovered. #horrorgame #indiegame
play.date/games/outsid...
Still experimenting with a new puzzle mode for my Playdate game Hausbau! Might add it to the game at some point :D
#playdate #gamedev
I made these enemies for a past iteration of ESA2, and it's nice to return them to the game!
#esagame
picoCAD 2 hits 7000 wishlists! Thank you so much! π
Check it out if you haven't : s.team/a/3675940
#gamedev #lowpoly #wishlistWednesday
Added glow sticks to the game.βοΈβοΈβοΈ
They can be used as light sources or to mark the sections of the cheese mine you already explored. π§βοΈ
Did not decide on the carry limit yet.
#indiegame #gamedev #screenshotsaturday #godot
doing some work with interesting space filling patterns. these take a very long time to settle, but result in these very deliberate feeling, rectilinear puzzle piece buildings. they'd be great with generated streets and some garden rules, for town or city block fill.
Bit lat to the screenshot Saturday party, but I thought I'd share a new item pickup screen that will let you examine the spooky stuff you find in the cheese mines.
#indiegame #gamedev #screenshotsaturday #godot
Been tinkering with a prototype for a quick little Playdate game. Zap the balls to fill the three batteries to a certain level (not shown), but don't over charge. See how many level you can do in 99 seconds. #gamedev #indiedev #pixelart #playdate www.bitglint.co.uk
Been working on some ui stuff lately! Thought it would be funny if an old-timey printer actually 'prints' your score (and maybe a few other things)
#playdate #gamedev #screenshotsaturday
New iteration for the title screen of my new old #Playdate game!
Started it as a jam project over a year ago (my first playdate thing!) before getting distracted by other stuff. It's almost finished, just have to not get distracted by other random ideas π¨ #gamedev
I am not super into pinball, but this looks so cool that I wanna play it π
Happy Halloween! π
We joined 14 other dev teams to create Ware-wolf Campfire Stories, a compilation of spooky minigames for #Playdate
Itβs out now, and itβs free! ledbetter-games.itch.io/ware-wolf
new title screen idea for my #playdate "job sim" Masterworks. Rumors say that it might even be in a playable state again π³
#screenshotsaturday #gamedev
Added an intro cutscene for my cheese mining game. π§βοΈ
Thought it would be nice to introduce your power tool.
You can also pick a name now.
If you skip the signature, the NPCs will just call you "Skip" π
#indiegame #gamedev #screenshotsaturday #godot
Screenshot from a game about mining cheese. The first person perspective view shows an industrial drill held by the player in the foreground. In the mid-ground the player's head lamp illuminates some rubble, a shovel leaning against the mine's wall that has a paper note one it. I the background the mine tunnels stretch into darkness. On the edge of light a cheese wheel is visible sticking out of the wall.
Screenshot from a game about mining cheese. The first person perspective view shows an industrial drill held by the player in the foreground. The player's head lamp illuminates a winding tunnel stretching into darkness.
Screenshot from a game about mining cheese. The first person perspective view shows an industrial drill held by the player in the foreground. The player's head lamp illuminates a mine tunnel with wooden support beams at the sides of the wall and near the roof. There is a rock pillar in the mid ground and some loose boulders.
Working on levels for my mining game.
Experimenting with lighting to support the atmosphere of being alone in a dark place filled with mysteries and cheese.
#ScreenshotSaturday #IndieGame #IndieDev #GameDev
With Hausbau finished and released, Iβve finally started wrapping up my other #Playdate project: Masterwork Inc., a game about silly shapes and working a crappy job.
#screenshotsaturday #gamedev
This week was all about UI and menus.
Made a little main menu level to show the vibe of the game.
It took a while to set up the panel flow, but I got there!
Godot's localization solution is an absolute joy to work with!
#gamedev #GodotEngine #godot #indiegames #screenshotsaturday
That's a lot of cool looking games π
(And mime is in there too)
time to dust off this account:
My tiny playdate puzzle game is out on the #Playdate Catalog π³
There is also a bunch of new stuff: more tiles, silly German sounding town names, and
play.date/games/hausbau/
(it's still also available on itch)
#gamedev #indiegame
Happy Birthday Paradise Marsh!
To celebrate, the game is 75% off! That's cheap as dirt!
Working on the mechanics of cheese mining.
Hold and release to crack the rock!
Click at the right time to drill out the cheese nuggets!
#screenshotsaturday #indiegame #gamedev
Added basic geological strata and a naive attempt at displacement along the fault lines. Probably will experiment with it some more before moving on to cave generation.
#gamedev #raylib
For the visualization I used Raylib (www.raylib.com), a really simple and lightweight library for graphics rendering (among other things), but I had to code it myself π
Finally released v1.5 of my tiny city placement game Hausbau for the #playdate. I added a high score mode and trees!!! It's available for free on itch.io! fenchel.itch.io/hausbau
#gamedev
first attempt at creating fault lines originating from points of high strain and propagating along the stress field.
#screenshotsaturday #raylib #gamedev