Here's the trailer for Witch Sisters' Sugary Dreams!
Take control of sisters Keet & Kat to recover the candy stolen by the evil Fersu on this arcade-styled game!
Available NOW on https://t.co/ijTXJ2P36z
#indiegames#gamedev#pixelart
🏓10S FOREVER is now 1.0
this is the version that will go to steam
but please buy on itch if you can
- remade campaign
- new final level
- 2 player mode
- 4 difficulties
- massive OST upgrade
8 dollars now but on sale for 5
thank you so much for playing <3
https://t.co/cL35lLyYVz
hey everyone! long story short. ive decided to put the 5 game owch library on steam for 2025. so im running a final bundle sale of them with the goal of hitting the submission costs. it would me a LOT if you shared! theres a diatribe in the description <3
https://t.co/mQCBBRn7Pq
Because of that I mostly use a tetris bag to choose random stuff. Put every event in bag, shuffle, then choose between them, take the chosen one out, and repeat if the bag's empty.
Reading on game design, there was a chapter about randomness and probability. They talked about expected values. And I get all that, but I also think that if enough players play your game and you don't fiddle with randomness, there WILL be a player that gets the worst rolls ever
Well, there were other aspects of the work that didn't quite convince me: the artstyle, not being able to convey what I wanted with my art, enemy design, level design, etc.
But idk, maybe it was just a confidence issue
I stopped working on something a while ago because I thought its different parts didn't work well together. But now I'm not sure if everything has to be thematically coherent
Of course, enemy movement code should be a bit more straightforward and have well-defined patterns. Then maybe the added randomness wouldn't feel like a surprise
One major complaint people had with wssd was that enemies were too random. Thus, it's hard to consistently score points or make chains.
I was thinking how to tackle this problem without taking out the randomness