Gold veins, treasure villages, and thick walls are now in the game.
It has never been a better time to become a gold goblin.
#ScreenshotSaturday#StrategyGame#4X
I can’t stop iterating on the visuals.
This time I added ambient occlusion shadows, which give the whole scene more depth.
What do you think?
#gamedev#indiedev#gameart
@WeVennStudios Gold Mines + Treasure Village + Coin Chests crafted from the coins you produce—then stack those in the Treasure Village too. You basically stay at home and keep making more coins from the coins you already have.
And finally you spend it all in the Mercenary Village.
Gold veins are the first anomaly that produces treasure cards.
Combined with the treasure village, you can now fully embrace the gold goblin playstyle.
#indiedev#gamedev#GoldGoblin
The last trading village was basically a money glitch…
So I tried to keep it simple and open up more strategies instead of just producing coins.
Now you buy random cards with coins, which is a great way to avoid spending your important servants.
#StrategyGame#4X#gamedev
Last week I posted the new raiding ships, and some of you gave feedback that they didn’t look menacing enough — or that they were too similar to the other ships.
This is the next iteration.
What do you think?
#indiedev#gamedev#gameart
Small milestone reached: Kingdom of Krawall now has 200 wishlists after 3 months.
Not gonna lie, I hoped things would go a bit differently, but marketing is an entirely new beast to slay.
But still: celebrate the wins as they come.
#indiedev#gamedev#Steam
After doing a few iterations each day, I slowly figured out more and more what I could improve.
These are the variants I ended up with next to the version I started from.
What do you think?
#indiedev#gamedev#Steam
Sometimes iterations can be so frustrating.
I knew something was off with my Steam capsule, but I couldn’t figure out how to fix it.
And somehow every change I made seemed to make it worse instead of better.
#indiedev#gamedev#Steam
Village upgrades worked fine… until we tested them on larger maps.
Suddenly one tile with a trader village produced 44 coins, which is insane.
Another balance problem found the hard way during playtesting.
#GameBalance#gamedev#indiedev#WishlistWednesday
Players don’t pick a fixed faction at the start.
They shape their faction during the game.
Villages can now be upgraded in different directions, each with unique bonuses — but you can’t have them all.
#gamedev#gamedesign#indiedev
The game got slower after adding defensive buildings.
That’s not exactly where I want it to go, so I’m testing ways to break strong points.
One option: raiding ships.
#StrategyGame#4X#indiedev
Placing a unit now directly shows where it adds power, who currently has the leading power, and whether the tile becomes attacked or defended because of the change.
Hopefully this makes the power dynamics much easier to read.
#indiedev#gamedev#StrategyGame
Playtesters struggled a bit with understanding the power dynamics, so I made another iteration on the power overlay.
Now let’s see if this version communicates things better.
Join the Discord if you want to help playtest.
#indiedev#gamedev#StrategyGame
Now banning all third party #MCP usage to force devs into your own paid MCP? Come on. This hinders progress and forces countless of honest devs to adjust their workflows over night. Especially without prior communication or transparency. Again. @unity#unity#unity3d#gamedev
I added a little “zoo” as a dev tool to compare game elements without starting the whole game every time.
Here’s the wall section — how the walls look alone and next to each other.
Small tool, big workflow improvement.
#indiedev#gamedev#Godot