Some weeks ago inspiration hit to see if a game like Darkest Dungeon could be a viable option for a solo dev, in an actual “hack & slash” situation (with tons of loot, modular characters, procedural generation, etc.). It was both an exploratory exercise, as well as some distraction from the ong…
Have seen a recent resurgence on Itch (for the amplest of times), which prompted the following blog entry (see image below). Have yet to determine why these seemingly-random fluctuations in page visits occur from time to time (well after promotion), as the tools provided by Itch are not adequate to…
The past week or so, I've been continuing to push forward with updates to this prototype, in hopes that I'd be able to catch the imagination of some, and perhaps be genuine/compelling enough to encourage others to join my cause. Below you'll find a couple of short videos of certain features, I've m…
- Transparency for objects and material fixes/changes
- Constant fire whilst holding down left mouse
- Movement updates, now only supports 16 di…
Fight. Live. Or die.
FLOD is a basic survival game (made under 2 days, as a game jam project), where the goal is to survive the hoard of zombies and skeletons as long as you can! This game was created for this Halloween, and was released on the 31st of October (over at ITCH). For more info, ple…
I've just released my first-ever game jam project called SudoKuu: a chance based, sequence matching, hyper-casual, gimmicky memory game. To commemorate this milestone, I've decided to write a postmortem about my journey: from the good to the bad. And share some insights on what I could've done bett…