One of my airships flew behind the sky for three weeks.
The sky is a flat wall 400 m out. I parked the ship at 470.
Nobody saw it. Not even me.
#gamedev#indiedev
43 brutes, one room, one big reward.
Horde rooms: one enemy type, three growing waves, a soul bounty on the door. One test on floor 1 ran 43 Iron Brutes in 103 seconds.
SOULLOOP, Early Access January 2027. Wishlist: https://t.co/fjqCqgdg5n
#gamedev#indiedev
@kocutame Nice, crouching that changes which routes open up is more fun than a pure stealth toggle. Does enemy sight range shrink while crouched, or only noise?
@supahvee1234 Starting unarmed and stealing guns off the grunts is a great pressure loop, it pushes you toward them instead of away. How long do dropped guns last before they vanish?
One hammer in my game ate 384 MB of video memory.
115 textures were never compressed. After fixing it, peak video memory went from 4.2 GB to 2.3 GB.
SOULLOOP, Early Access January 2027. Wishlist: https://t.co/fjqCqgdg5n
#gamedev#indiedev
@zzzerooq Nice stress test. In my Godot FPS the horde was never the problem, it was the per-enemy nav agent and physics ticks. MultiMesh for the bodies plus one shared navigation query per group kept frame time flat past a few hundred.
@Demagaga1 Building ridiculous synergies, every time. Permanent upgrades get me back for a week, synergies get me back for months. The run I lost because a combo almost worked is the one I replay.
@DeangGames Congrats on the first trailer, that is a real milestone for a family team. One thing I would watch in a chess roguelite: show the enemy's next move the way chess players see threats, so a loss feels like my mistake, not a surprise.
@jettelly Varied growth speed is the part most people skip, and it is what kills the repetition. What helped me in Godot: seed the branch points from the building's real edges and window frames, so the vines follow geometry a person reads as 'it grew there', not noise. Nice writeup.
@Tojglias Echoes that replay your old lives is a strong idea because the player builds the difficulty themselves. Do the Echoes hurt you if you touch them, or just block? And can you use an old death on purpose, say to park an Echo as a decoy in front of a door for life 4?
@ctrab0 Stealing guns with a flail is a great loop, it gives melee a reason beyond damage. Do stolen guns run out of ammo fast so you keep going back in?
@SlothyLabs A slow lunge that leaves a sticky puddle where it lands would fit both halves. Then it splits into two small zombies when it dies, so you have to finish it in the open.
@FatonMau Hauteur du panier et taille du ballon, c'est logique de régler ça en premier. Les prises de balle entre joueurs, c'est le plus dur, bon courage !
@Nefayran Scoring the horizon line against the concept is clever, that's the part a human eye judges first anyway. Pinning the pad per pose is a neat way to keep the search space sane.
Testers said every stage felt the same.
So now each floor adds one or two new enemies, and they never show up early. Their first room is built around them.
SOULLOOP, Early Access January 2027. Wishlist: https://t.co/fjqCqgdNUV
#gamedev#indiedev