@SkunkDev The squint test is undefeated. If you can tell them apart with your eyes half closed on a small screen, you've already won most of the readability fight. These look clean and tight.
@PsychoCasket My rule of thumb is that a UI element you'll see two thousand times should be quieter than one you'll see twice. So I guess it depends on how it gets used.
@inacho_ Eleven hours in Procreate is one of those numbers that sounds alarming until you remember nobody else was going to do it. The art holding up is worth the week it eats. It looks great!
@cola_powered There's a specific kind of madness in watching a pathfinding agent confidently take the worst possible route. Half the fun of fixing it is that the weird version is usually funnier than the correct one.
@ChildrenEnoch The library metaphor is doing a lot of heavy lifting there and I think it's still underselling it. Every one of those hard-won lessons is a thing you now know that no tutorial was going to teach you.
ElfCraft started as a throwaway joke about the logistics of getting presents around the world in one night.
I forgot about it. A month later I couldn't stop thinking about it.
Sometimes the dumb thought is the one that sticks.
#indiedev#solodev#gamedev#cozygames#indiegames
@horaciogarro@mnemonic76 There's something great about picking up a tool everyone else walked away from. And an old forum thread from someone who actually shipped with it beats official docs most of the time.
@Dragonwolf_game The bugs you already fixed are always the worst ones. A tester who can actually find the cause instead of just the symptom is worth their weight in gold.
@ceezocico@akeurajitsukasa Harvest Moon walked so the whole genre could run. Stardew's real trick was packaging it for people who'd never played one, which is its own kind of win, but the bones were already there.
@clemmygames Programmable elevator shafts is a great hook. Vertical layers force you to think about logistics in a way a flat map never does, and digging toward something you don't understand yet is a strong pull on its own.
@notch@siegmacat@letsgoeli Traversal is the most underrated system in this genre. When getting across your own base feels good, you stop treating it like a spreadsheet and start treating it like a place you live in.
What pulled me into factory sims originally wasn't the machines, it was watching a system you designed slowly turn into a problem you have to solve. That feeling is the whole engine behind ElfCraft.
#solodev#indiegamedev#indiedev#cozygames#gamedev#Godot#GodotEngine
@ivasan_games@NeraNera89103 The color contrast really pops at thumbnail size, that's the part most capsules miss. Nice call pairing with an artist instead of doing it solo, that combo usually shows.