We just released version 1.4.0 of our #indiegame This is no cave! We spent one month working on it and we tried to improve the gameplay for both hardcore players and newbies. We also added a big secret in the game, can't wait for people to find it!
#gamedev#platformer #runnergame
One of the players of our #platformer#indiegame has finished the secret level without dying! We sent her the first original #artwork of This is no cave as a reward! Here's the full video of her amazing run: https://t.co/7kDSSwKg5C
#gamedev#gamingclips
We added a big secret in our #indiegame. The first player who will execute the secret in hardcore mode will get an original of the first hand-drawn key art of the game. I can't wait for people to find it!
#indiedev#platformer#roguelike
I'm working on the next version of my #indiegame called This is no cave, focusing on the #roguelite mode where you choose power-ups for the #boss chasing you. I added 3 new power-ups and extended level generation. #gamedev#platformer#runnergame
Our #indiegame has been out for 3 weeks on #steam, time to share the numbers! We launched at 11k wishlists, made 1800 sales, our current refund rate is 10.3%. We have 77 positive reviews and 1 negative one. We're very happy with the outcome, thank you for your support!
#gamedev #indiedev #postmortem
Our #videogame already has some advanced techniques: chain slinging is when you time your propelling with the hook without swinging, and wavebursting is when you slide on the floor to gain speed. We voted for the name on the discord server.
#gamedev#platformer#runnergame
We added a hardcore mode in our already pretty demanding #precision#platformer#indiegame: no checkpoint, 1 hit = 1 death, speed x1.5.. We thought only masochists would play it. Turns out all #speedrun players prefer this mode to the classic one.
#gamedev
@trollymog Thanks a lot, please ping me when you do, I love seeing streamers die in my game, it helps me understand which deaths are fair and which are frustrating.
@PeekyChew Right now it's only this dark cave style, we plan to work on act 2 which will happen in a jungle, then on act 3 which will happen in the bowels of a giant creature. We had to release 1/3rd of the game due to lack of funding.
We focused all the #gameplay of our #indiegame on momentum: our goal were for players to feel the flow and be frustrated when their momentum were cut because of an error they made. Players seem to like this in our game. #PixelArt#PCGaming#gamedev
Some features of our #indiegame were definitely not adapted to #localmultiplayer, we had to rework them: the hardest were the gas clouds, we had to add a tether effect on the players in it and propel them when one of them triggers it. #SkillBased#PixelArtGame#gamedev
@nanimonull We actually have that for multiplayer but in single player we chose to keep the cameras fixed. I'll see if I can improve them on this level though.
We spent 3 years looking for a publisher without any success. We ran out of funds and decided to release 1/3rd of our #2DPlatformer#SpaceGame for 1/3rd of the price. Our goal now is to get enough money to develop part 2. #gamedev#runnergame
The slinging mechanic of our #indiegame was originally executed with a drag and drop towards the player. We had to reverse it after our first user tests, then got rid of the drag and drop after our 5th user test. #HardGame#PrecisionPlatformer#PCGaming#indiedev