@R2RGames Ha, that's the eternal split building the system is the dopamine, refactoring is paying the tax afterward. Nobody posts the refactoring days but that's where half the real work lives. Good luck with the performance pass.
@PashaIGooD The perfection trap is the quietest killer for solo devs I'm fighting the exact same instinct right now, holding things back until they're "ready" when sharing the messy middle is what builds momentum. Good on you for catching it. Slice already looks alive.
@nonplusmedia "Implementing enemy AI" is one of those milestones that sounds small in a devlog but eats weeks in reality it's the moment a game stops being a pretty room and starts having something living in it. Curious what the first behavior you're giving them is.
@iENDERi "Attack anyone indiscriminately" is the detail that gets me most status effects just buff numbers, this one hijacks target-selection and turns faction logic to chaos. Contagious to NPCs is the part that'll create stories players retell.
@so16gamedev That auto-attack defensive/aggressive toggle plus overwatch and cover states there's a real behavior stack running per unit here, more than the grenade tweet lets on. I'm curious whether suppression plugs into that: does pinning an enemy actually flip how they decide to act?
@TeamHoray A dagger that's the worst weapon until you learn to parry, then becomes the best that's a beautiful risk/reward hook. Dungreed already proved you understand combat feel; the "punish greed, reward mastery" instinct is right there again. Excited for Sephiria.
@WillisEllis8 Day 1273 is wild that's not a streak anymore, that's just who you are at this point. And "past me left magic numbers everywhere" is a rite of passage every solo dev earns. Respect the grind.
@CinderWeaver Those extra frames at the start are the whole fight you're building the tell frame by frame so the parry feels fair instead of cheap. "Each attack is actually two" is exactly the kind of mean I'd lose to happily.
@OZTGames Walk-into-rooms + relocate structures is a real quality-of-life win "step by step" is the whole solo-dev experience honestly. The world's already got a nice lived-in feel to it. Coming together well.
@StudioAbattoir 50k wishlists solo is a serious number congrats. "Every choice has a consequence" is the hardest promise to actually deliver in an RPG, and the one that makes people remember a game. Rooting for The Pines.
@SverunGames "Diplomacy techniques such as headbutts" is the most honest patch note I've read all week. Some problems really do just need a good uppercut. 😄
@TheTravelerDev "Send it" is the only correct response to a room that's 80% lava. Those statue launchers look like they punish hesitation hard is the fire on a fixed rhythm, or do they read where you are?
@BarrierXI "Knife go fast" is the entire survivor-like dopamine loop in three words. Those 20s stacking up hit something primal. Following curious how the enemies ramp to keep up with a knife that fast.
@stopsignalart The kill feed is the UI stuff, but it's secretly the best part "Olivier the Butcher has slain Frank" turns a blob of units into a story you can follow. Are they picking targets on their own, or is it more scripted underneath? The names make every death read personal.
@LunarCTbuilder The "civil servant mode" bit made me grin but Ana Burns caught me."Their day, my instincts" reads like she has a take on things, not just flavor text. Are lines like that tied to what's actually happening to her, or written per-character? That's the line between resident and NPC.
@ololralph 12 months solo, respect. I'm in my own pre-launch version of that. The mood faces caught me: restoring a dead world only lands if something visibly reacts. Saw them go neutral→angry across clips. Tracking world state, or local to each animal?