Progress on #EmanQuest. Not much to show - I added a few tests, to test (har har) partial mocks in GUT 6.7.1. Frankly, they're awesome, and asking for it => getting it in one month, speaks to how committed the authors are.
Updated results. Tests 1000 maps.
Reminder: we're on Discord, stop by if you want to chat about our games/development/roguelikes/projects/etc.
Experimental background for #emanquest based on regular geometric tessellations. (Tessellations are used often in Islamic art, from what I can tell.)
What do you think? Good, ok, or poor?
Plasma is back! It feels like the game needs another (two-edged) weapon, albeit the only one without any environmental effects.
Stepping on plasma residue (heated ground) causes significant damage to monsters and the player. If left untouched, it dissipates after an extended period ... so you have to think carefully before you fire it.
Note Kingdom is finally live!!
I would like to thank my co-collaborators (who are on Twitter) for working on this with me in April. We did it. Y'all rock 👊🏾
Special thanks to the #GodotEngine community on Discord. With their help, I fixed a last-minute crash issue in a matter of minutes.
25 notes. 20 puzzles. 1 epic ending. Runs on Windows, and hopefully Mac/Linux (untested), in English and Russian.
Let me know your feedback!
The GIF gets a little wonky for a couple of them. No worries, I plan to make a final one a bit later today.
Just trying to find fellow #Gamedev 's on Mastodon. It's much more difficult than on Twitter.
@triptych thanks for the pep-talk about Mastodon. I'll give it a try again. Cheers mate.
Sid Meyer on "finding the fun" in games, strategies for more effective iterated design:
"If a unit seems too weak, don't lower its cost by 5%; instead, double its strength. If players feel overwhelmed by too many upgrades, try removing half of them. In the original Civilization, the gameplay kept slowing down to a painful crawl, which Sid solved by shrinking the map in half."
This process isn't necessarily accurate by itself with no further refinement, just very powerful.
Pretty thorough breakdown of 45 different mechanics used in match-3 games. Some are very similar to others. Maybe someone needs to come up with some innovative new ones?
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