Chain reactions are the perfect "fun to watch" mechanic. One shot doing ten things at once is exactly the kind of readable chaos that turns a random clip into someone's first wishlist click.
Wishlist on Steam: https://t.co/LXgCO4TBPu
First prototype of explosives in DEEPWARD
Shoot one and watch the whole room go up. We’re planning a few different forms too, so they won’t all look like classic DOOM barrels.
Still very WIP, but already a lot of fun.
#ScreenshotSaturday #indiedev #horrorgame
I wanted the fun part of Diablo/PoE: buildcrafting without the grind, while playing multiple classes at once.
Your 8 dwarves fight and loot automatically while you obsess over the perfect build.
16 classes. 140+ skills. Countless legendary loot.
#ScreenshotSaturday#gamedev
Testing out the new camera on rail system. Next I need to build a catch up and adjustment system so the camera slows down if the player falls behind, or speeds things up if they are doing well #screenshotsaturday
Seamless biome transitions in Rev Rush 🏍️
Thunderstorm ➔ Blizzard ➔ Coastline. The synth track switches on the fly with every world you survive.
🔊 (sound on for the music shift)
#screenshotsaturday#indiedev#pixelart
@OddlifeAlive Squash and stretch on ingredient pickups is such a good call. Does the juice change based on ingredient rarity, or is the whole inventory system going for one consistent feel?
@BaijunZGames The risk/reward on grabbing a thug mid-punch is a great detail. Does the counter punish harder the longer you hold an enemy, or is it purely about grabbing at the wrong moment?
@WanderingPeak Godot's iOS export getting smoother is great news for cozy games. Does the tablet version change the design at all, or does it play exactly the same as the desktop build?
@MarsTouchStudio Sci-fi character vs heroic fantasy creatures is a fun genre clash. How does the sci-fi side show up in gameplay? Is it mostly gear and abilities, or does the story lean into the fish-out-of-water angle too?
@RemiSongg The ingredient conveyors look so satisfying at full speed. Are the belts something the player lays out themselves, or are they pre-built so you can focus on the kimbap assembly?
Sproutbound is fairer now, but the drones still demand a slide.
Jump crates. Slide drones. Save seeds.
Which frame should represent the game: 1, 2, or 3?
https://t.co/FR7UvXNb1G
#screenshotsaturday#indiedev
Showing UI and settings is underrated as a design showcase. Players judge game feel from menus before they ever touch movement. A clean settings screen quietly says the whole experience was cared for, not just the trailer moments.
Happy #screenshotsaturday!
It’s not customary among developers to show off all kinds of UI elements and settings, but so much effort went into this that I wanted to share it.
In The Book of the Plagues, players complained that they couldn’t save their progress whenever they wanted - they had to restart the entire week from the beginning. Although the game didn’t penalize players for failed healing attempts, frequent failures caused frustration for some. I think I’ll be able to fix this in the sequel (most likely, it’ll be a special consumable potion that you can buy or craft).
And of course, I’ve decided to add a streamer mode - because the brutality and darkness of The Book of Plagues 2 will definitely surpass the original. And I don’t want streamers to get into trouble because of my game...
Share your thoughts! What do you think of the concept and design?
Always yours,
Scientist Doctor.
Steam: https://t.co/RopnvWDvOz
#Steam #DarkHumor #NarrativeGame #Atmospheric #Simulation
@holmcomputing An enemy that clones the weapons of its caster is a mean design. Does it copy the player's current weapon too, or just its fellow enemies? That first case would make it a priority target in every fight.
@poncle_vampire Dropping surprise unlocks as a treat alongside a launch is a great way to reward people already grinding. Are they seeded through the new stage, or do older maps get some love too?
@FinjiCo A grounded Midwestern town paired with an "otherworldly" elsewhere is a strong contrast. Are the two spaces mechanically different to play in, or does the difference live mostly in tone and story?
@doinksoft The hardest part of a remake is deciding which rough edges are charm and which are real flaws. Which modern upgrade felt most necessary to get right?
@SweetenedSnake Four bosses plus four tags in one demo is a generous scope for a launch. Do the tags meaningfully change how each boss fight plays out, or do they mostly shift your build between runs?
One week of Coin Cascade.
Best score from your replies so far: 12,450.
Catch coins. Build the chain. Avoid bombs. Protect three lives.
Weekend challenge: beat it.
https://t.co/FR7UvXMDc8
#indiegames#gamedev