Hey there! π We're Survansix, a micro gaggle of game makers from around the world π§π·π»π³π¦πΊ
We spent 10 years making one game and 2 weeks making the next. We're currently in a training montage as we go from scope creep nightmare to LAUNCH π
In Phantom of the Grove, you control a vengeful forest spirit as you defend your sacred grove from intruders armed with fire & steel by possessing them, luring them into traps, and wreaking havoc.
Made for #PirateJam with π
https://t.co/HkwDB8QjQI
#indiegame#gamedev#gamejam
Aetherium is a rare, naturally occurring substance found deep within nutrient-rich soils. It is often traced in the stalks of certain mushrooms and thrives particularly well in tree roots.... read more here: https://t.co/SKsXWttNoy
#pixelart#gamedev#indiegame
Deeper into the factory, Gaston starts to uncover more warning signs that these Drogs are up to no good...
We've been playing around with the SFX for this scene, and are thinking that maybe it doesn't need any background music. What do you think?
#indiegame#gamedev#pixelart
Lots of bug fixes today.
Sometimes I dream of an enemy type that is a bug. It looks like a bug, too. But it acts in bizarre and unpredictable ways, and just because you learn how to defeat it once, doesn't mean you know how to defeat it the next time.
#indiegame#pixelart
In "Heirloom Blade", you are exploring a post-volcanic landscape when you stumble upon the opportunity to uncover the Past through the eyes of your ancestors. As you escape reality and relive the Past, learn more of what it means to be in the Present.
#indiegame#pixelart#limbo
3/ We've made liberal use of scriptable objects, so on top of this is also a "Starm Scene Manager" which resets all the objects to their initial state on scene reset (it also helps out when War Mode starts.. which is a whole other post).
How it's going VS how it started...
BEHIND THE SCENES (pt 1)
In the Starm, these curious critters - Drogs - known for rambunctious and unpredictable behaviours, are working on something suspiciously coordinated...
#indiedeveloper#gamedev#pixelartist
2/ To pull this off, we built a custom scripting engine which allows us to schedule events with conditions like "wait for this crate to be full of logs" or "wait for the crane to stop turning", as well as with parameters like patrol points or target objects.
#unity2d#gamedev
Just wanted to take a moment to say that game dev is hard, man. In case anyone else is out there balancing a FT job, or kids, or life commitments, or all of it, trying to make your childhood dream come true. Just wanted to say π homie, I feel you.
#indiedev#gamedev#pixelart
I analysed hours of Eastward gameplay and the only example I could find of characters hidden by the environment was this 2 second snippet (at the end).
Damn, @pixpilgames are masters of staging.
#indiegame#gamedev#pixelart
What's your preferred approach to revealing characters behind the environment? Do you like the obvious eye-catching approach, or something more subtle? π€
#indiegame#gamedev#pixelart
@LogmoGames@HistoryXPlorer_@LogmoGames Ah interesting! I've been playing with splashing water in a bucket but haven't tried transferring. I do like the acoustics of the bucket haha. The challenge is getting a singular sound bite though, not something that's continuous. π€