~4 years in the making, we've just put a demo out!
mostly made by 2 people, we've put a lot of love into this and I think made something unique
so excited for people to try it!
@nicbarkeragain Agreed. But even OpenGL will waste a fair bit of time relative to something like sokol, or even d3d11. It's a pretty unfriendly API to learn and use correctly.
๐บDeath of the Reprobate is OUT NOW!!!๐บ
It's a Rabelaisian ramble through Rembrandts, or - for the less pretentious among you - Monkey Island meets Monty Python! :P
Please help me spread the word about my silly game. Link below.
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We've (finally) been formally recognised as a brilliant indie treasure. That means we'll be playable alongside many other treasures in Brighton (during Develop)๐ฆฅ
๐ฎGame Announcement!๐ฎ
The Waking Knot (@TheWakingKnot) is about improvising amongst chaos. This is a beautiful mess.
Tickets: https://t.co/QTasipTQNI
@karl_zylinski Probably depends on goals. With our game we committed to a design space we wanted to explore. Our path to things 'working' was long but interesting and rewarding. I think the key with this approach is to always be asking why it's not working yet (the key game design muscle?)
What's "The Waking Knot?" Who knows. What I do know is that you should try it out.
Demo Dive: The Waking Knot is out now!
https://t.co/f0ijYjMam5
#thewakingknot#indiegames#preview