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Devlogs About Game Design

The Path And Wall System
1
3
Game Design
Hello everyone! I have been working towards adding new levels and refining Crumbling World ’s procedural generation system in an effort to add more details w...
Design discussions 01
3
Game Design
Pickin' Panki is very simple. A what you see is what you get kind of deal. So I have decided that instead of expanding on features and mechanics I will talk mor...
Crimson Spires Dev Log - Ch. 27
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Game Design
We were so excited to share the Crimson Spires demo with the public this week! At this point in our development, the game is approximately half complete. A lo...
Boss Fight Development
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1
Game Design
I've spent the last couple of months working on the first boss fight, and re-working the formation system, along with a bunch of other smaller tweaks. Having fi...
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Weighty updatys
1
Game Design
Hey lovely people! I've just made a major update to Into Outer Bass. Well 2 actually. Firstly, I was using a random SoundCloud API key I scraped from Github whi...
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The Rogue
Game Design
Rumors trail after this hooded man wherever he goes. Even his real name is a mystery. If you happen to meet him, know this — something valuable must be hidden...
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Delays, Drafts and Deadlines
Game Design
Hello everyone! There's been a HUGE influx of people from Twitter for some unknown reason (thanks Terry! <3), and I haven't updated the mod in a while, so figu...
Chapter 2 Sneak Peek #44: New Status Effect!
1
Game Design
Hello and welcome to another new sneak peek for Alchemica - Chapter 2. After skipping last week's sneak peek, we are back again to introduce a new status effect...
Warming up the Titans
Game Design
First posted on official blog on 22 March 2019. Here is a small report about the Titans. The tests were positive and informative, and I am now working on the te...
UX design of a roguelike inside a cockpit sim
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6
Game Design
As I'm squeezing the last couple of levers in the cluttered cockpit of Nauticrawl, my roguelike within a cockpit sim, I decided to use this as an excuse to shar...
VivaMortis source code released
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3
Game Design
This is the mx2 source code for VivaMortis. MX2 is a fork of the monkey2 programming language. There are a number of support file not included (sound and graph...
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Pre-Release Feelings: Emptiness
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1
Game Design
The past few months, or maybe a year, I've been feeling very nihilistic. Not much matters. No matter how much yoga and meditation I do, I'm still stressed, in a...
Unique Enemies
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Game Design
Hello everyone! Over the past week, I have been working on a new update for Crumbling World . This update focuses on the combat skills of Unique Enemies and ho...
Archers And Character Controller
1
Game Design
Hello everyone! Over the past week, I have been working on two new and exciting updates to my soon-to-be-released game, Crumbling World . These updates will in...
Una puerta al realismo mágico
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Game Design
He aquí la pregunta que todos os estáis haciendo: ¿cómo vamos a introducir el realismo mágico en un juego de combate callejero femenino? Aún no tenemos re...
Health And Vitality System
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Game Design
Hello everyone! For this weeks update, I added something that is essential for gameplay: balancing the game’s difficulty level in a way that makes the experie...
Changes: The Practical and the Pretty
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2
Game Design
Another month of slow-but-steady progress on Auto Fire. A solid amount got done, although some was tangible and some was straight up infrastructure. Conditions...
On Achievements
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Game Design
I was pretty adamant that there would be no achievements in Ritual of the Moon. I hate achievements in all videogames. I think they, at best, annoying and meani...
Playing Roles or Having Roles in Plays: What are RPGs?
Game Design
The Genesis of Tales of Arrissia Today I am writing about the conception of Tales of Arrissia (ToA) and shed some light on my motivations for making the game th...
A Small History of Captain Smol that is Absolutely Not Made-Up
1
Game Design
"SPACE...the place where our ship goes..." With those immortal words the USS Bitsington burst onto our TV screens at "warp quickness 5", which is a phrase that...
A Game Designer's Approach to Narrative Design
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Game Design
As I recently wrote about in more general terms on my own blog: Waybinder has just been released. I've not created a game like it before, and so it quickly bec...
Future plans
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2
Game Design
Hello everyone! I'd like to start this post by giving a huge thanks to all of you who played the game. The Gravity Box just hit 500 downloads! This means the w...
11/04/19: Day One
1
Game Design
The 11th April 2019 is the first day of the "I Can't Draw But Want To Make a Game". I decided to use this jam as an opportunity to start development for a perso...
Devlog #9 - item system
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Game Design
This devlog will explore the item system in Point & Sin. There’s also a video version of this devlog further below if you prefer to consume information that w...
[10] Playtester feedback - March 2019 Edition!
Game Design
Some thoughts: It took longer than I expected to get the game into the new format (changing to the switchboard & three “days” / “cycles” idea). We’ve...
Chapter 2 Sneak Peek #43: Shifting Sand
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1
Game Design
Hello and welcome to another sneak peek for Alchemica - Chapter 2. We are still adding more monster to the Whispersand Desert, so here is a preview of a new des...
§21 - Turn-based Combat breakdown
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Game Design
What are turns? What are action points? Isn’t there a better way to do intelligent combat? - Unknown philosopher, 21 century. What follow is a detailed introd...
Weapons of Mass Destruction
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1
Game Design
One of the things that’s struck me whilst going through and actually playing Jetboard Joust (rather than working on individual parts in isolation) is that one...
Development Log 4/1/19: To the next Milestone!
Game Design
Hey all, welcome back to another development update for Hero Soul. It's been a week since I got back from travelling and I've had the pleasant experience of bei...
Issue #1: Hatching of a webgame
Game Design
Intro Good afternoon, oddly tilted monsters! The dwarfling archivists suggested me to produce some documents regarding the history and the current developments...
Nuclear Explosion!
1
Game Design
Ive been working the network code for Scatteria. I have to say that it has been bit bigger piece to chew than I originally though. Without no expirience on netw...
Die and Try Again (and Again, and Again)
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Game Design
This blog should really have been Configuring Things Out pt. 2 but I thought ‘Die and Try Again’ was more appropriate really. Now all the enemies and weap...
End of beta, atmosphere, game-play challenges
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Game Design
With the first beta of Nauticrawl wrapped up, I felt there was enough interesting feedback to write a devlog about some of the reactions from the testers and wh...
New Life Devlog 011
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Game Design
Hi, This last weeks we’ve been working on improving some features of the game, and also adding some new ones. We added a hitman job, improved the driving syst...
Chapter 2 Sneak Peek #42: Giant Bug!
Game Design
Hello and welcome to another new sneak peek for Alchemica: Chapter 2! After having several sneak peeks filled with goblins, this time we are moving on to anothe...
[Week05] End of production phase 1
Game Design
Hi everyone! We are now in the 5th week of developing our game and coming closer and closer to a finished product! Asset production is still the main focus for...
Leave your comments down please!
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Game Design
Hi players. Even if you hated the game, be sure to leave your comments down and let me know what you thought about the game and tell me your opinions. Thanks...
How I designed Cantrip
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2
Game Design
Cantrip is my submission for this year's 7drl . This is my first jam and also the first game I've ever finished. My original plan came about when browsing Thr...
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#4 - State of the game
Game Design
Hey! Azurebreak Heroes is going through a hell of a journey (pun intended). From a turn based 4-man-squad tactical rpg to a roguelike to something I can't clas...
Chapter 2 Sneak Peek #41: Heavy Armor
2
Game Design
Hello and welcome to another sneak peek for Alchemica - Chapter 2. Today we are going to introduce another new enemy: the Goblin Knight! They are the third and...
Production 1 - Week 2
Game Design
Killing too many darlings After applying the technique ‘Kill your darlings’ (a technique where you dispose a lot of your features), we were informed that we...
[Week04] Continuing the production phase
Game Design
Hi Everybody! We are still going on in the production phase. This means that the programmers are still writing code to make the control of the dash better and b...
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#screenshotsaturday: early jungle asset test
Game Design
Follow us on Twitter: http://twitter.com/AngryCatStudios
Mimic Hunter Demo
The Base Level
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Game Design
Hello everyone! In this update, I’ll be explaining what I call the Base Level of Crumbling World . This is just a fancy name for the platform players will re...
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Extended artist commentary about this project... (friendship, loss, and remembering moments)
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Game Design
This is a re-post of the longer artist commentary that I posted to my blog. I'm also sharing it here in the event people are interested in reading more about th...
A Story Design Retrospect on TLTSS
Game Design
Prologue - The Jam Game That Got Its Own Essay As announced last week, I'm writing a two-part mini-essay about my latest game The Last Thing She Saw . Part one...
Devlog #02. Gnome's caves.
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Game Design
I keep working on the Gnome's caves location. Added various mechanisms and riddles in the location. Also there are different ailiments appear in the caves, like...
Chapter 2 Sneak Peek #40: Goblins!
Game Design
Hello and welcome to another sneak peek for Alchemica - Chapter2! Last week we have introduced the Goblin Scout, which Charlotte will encounter on the new deser...
Devlog #35 - Narrative Structure & Dynamic Personality
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Game Design
Hello! It's time for another devlog, this time about Brassica 's narrative structure and the way you can influence the protagonist's, Saffron 's, personality...
Devlog #17 | Delivering News (Game Design Post)
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Game Design
This time we would like to introduce a brand new game mechanic to you that you will see quite a lot in Vagrus : the acquiring and delivering of news across vas...
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