home.social
  1. Dev note from FingerofDoom, our one-finger tap roguelike for phones.

    We wanted crits to be readable in a split second, so the rule is one sentence: a critical tap does double damage. A normal hit of 4 becomes 8, and the bigger number tells you at a glance.

    Clip: a rogue run from floor 3 to 6, ending on the shop's stat panel (CRIT 15%).

    #IndieDev #GameDev #Roguelike #Godot #MobileGames

  2. A small rule in Switchroom: the buyback slot is where you sell items, not a way out.

    Eat a donut and you shrink to half size. Shrink small enough, walk into the slot, and the BUYBACK screen turns out to be a mouth.

    We wanted the "can I fit in there?" instinct to have a story behind it, the kind friends retell after the session.

    Switchroom is a co-op escape room where every button looks the same.
    store.steampowered.com/app/548

    #IndieDev #GameDev #CoopGame

  3. Designing failure in our sci-fi text game StarRogues: a comet streaks past your ship and you try to mine it. Piloting check, 73%. Rolled 83, failure.

    The failed check doesn't end the event. It opens a follow-up with its own choices, and salvaging ore fragments still pays +300 credits. A bad roll becomes the next scene.

    Real gameplay, made in Godot. Android: play.google.com/store/apps/det

    #IndieDev #GameDev #Godot

Share on Mastodon

Enter the server where you have an account.