Devlogs About Game Design Page 2
Hey everyone! I just finished creating the first enemy for this forest-themed platformer asset pack, and I’m super happy with how it turned out. Meet this lit...
1 file
Baik, ini devlog game pertamaku. Sesuai deskripsi halaman utama Itch punyaku , semua proyek ini hanya hobi. Aku sudah lama membuat game. Sejak umur 8 tahun paka...
Evolución de sprites - ANNE S. NAPOLI Anne Napoli fue uno de los tres primeros personajes que imaginé cuando pensé la historia de Sangius: Petrified , (junto...
Hi everyone! We recently released a demo for our atmospheric horror game, Penance . The community feedback was crystal clear: the core gameplay wasn't working...
3 files
Have some fun and enjoy the show. Ensure the best time you can have on this cool fall afternoon. Love you all, thank you for the support, now enjoy...
Hey everyone! After the last release, I took a short break to settle into my new job and regain some energy. Now I’m fully back to development — and there a...
A new system has begun taking shape in Arcane Earth… Runes! The games own style of milestones and achievements. Think of them as mystical quests carved into s...
Evolución de sprites - MACKENZIE NAPOLI Mackenzie es uno de los personajes centrales de Sangius: Petrified , siendo de hecho el primero que creé cuando tuve l...
Hello good people 👋 Let me introduce you to someone important in this story — his name (for now) is Otto . He’s an old man, once a woodworker, now living...
1 file
Rust & Revenue started with one bot. It was straightforward, predictable, and got the job done. Then came two bots, both running the same script. The game state...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. The final interview in this seri...
When you do game design long enough, you start to ask yourself some questions you can't exactly turn away from like "what's the goal of having this?" and "why s...
Hi everyone ! This game (Most Quietly Remastered) right now is in active development. In this post, I will just say possible release dates of some MQR versions...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. In my final exploratory essay in...
Hey everyone! Gowl here 👋 I’ve been thinking about giving Magical UI a big update cleaning things up, adding some new stuff, and making it feel more comple...
How I made a game on Ludum Dare 58. Below, I'll share the development process, broken down hour by hour. 2-3 hours - concept These are a very important 3 hours...
REJOICE! The first fully realized version of Flak Arcana is here, it took a while to develop, but hopefully the game is in a easily playable state after the fir...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. The second interview in this ser...
If you've played Hollow Knight, you might have noticed something unusual: there are no pass-through platforms. You know, those platforms you can jump up through...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. The second essay in this series...
Hello everyone, Today, I want to share the story behind my game, Melancholy , and how its core concept came into being. The name "Melancholy" comes directly fro...
Hey hey, Akua here! I’m the character design and sprite artist of Onigashima, having also drawn the cover art and main menu art of the MC! Also, temporary pag...
I wanted Elías, the main character of Penance , to move with a human fragility slow, deliberate, almost burdened by guilt. To achieve that, I used rotoscopy...
Just a little passionate about this one. Included some music I listened to while writing at the top! (Yes drama informs 100% of my creative process and this dev...
Hello strangers! Been working on an procedural intro scene for each lvl as well as procedural lvl generation. The end goal is to give the game some replayabilit...
If you’ve played this game, and you’re not familiar with manual transmissions IRL, you’ve probably spent an annoying amount of time trying to start the ca...
The core of Penance is the deliberately slow, contemplative pace of Purification . Players must Pray to activate Elias's Staff and absorb the Guilt from contami...
2 files
just wanted to let you all know that I am getting back into this project! There has been a big chunk where I wasn't fully focused on it - but I am back into mak...
tl;dr: things break at high speeds This is true everywhere from physics to software development. In this case, the car would clip into the ground while taking a...
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on ideas that informed the project. The first interview in this seri...
Good day! Just a little update to say that progress on Arcane Earth has been a bit slower lately while I wrestle with some stubborn FPS issues. The game runs in...
Yeah, so. Hi. This is azureXtwilight , project lead for the game Onigashima was never supposed to be a horror game, it was going to be a battle shounen about fi...
Most horror games build tension through movement, running, escaping, reacting. But while developing Penance , I discovered that real tension can also come from...
General Update PlinkIdle’s development is rolling along! We’ve been putting together a new build for web, which will likely serve as the teaser/demo version...
I gave up on this project twice or three times, but I always came back. I love it because it embodies the way I play the classic fantasy game, as well as the hu...
~ NOTE: This post is cross-posted from my blog ~ At the time of this post going live, my game X-YZE will have been out for 1 week. This is the first of a few de...
Hi everyone, I wanted to share with you what I consider the most important part of my game Penance : the duality between Faith and Guilt . From the beginning I...
3 files
Part of my writing process for SPINE was to write exploratory essays and conduct interviews on design ideas that informed the project. In SPINE, its book is par...
Exploring the Haunted Boneyard Reach | The Labyrinth of Time’s Edge Adventurers, The journey continues. I’ve just released a new video showcasing one of the...
The Sins of a Space Knight Order are chosen at the beginning of the game. The tendency is to pick things that seem more or less harmless, although a cunning Spa...
When I first started working on Rust & Revenue , my goal was to take the essence of an 18XX economic game and compress it into a fast, solo-first roll-and-write...
Hello good people 👋 Still talking about the core mechanics. Currently, the game has several basic systems in place: Choice System Pop-up Choice Pop-up Scene...
☠💤☠Zombie Destroyer Music release 1.0.2☠💤☠ Zombie destroyer Release 1.0.2 Music https://www.producer.ai/song/d2c09897-4f89-4362-8cc3-3e46e758554c...
1 file
更深入地探索 NetCrusher 的世界 大家好!我一直埋头苦干,构建着 NetCrusher 的世界,说实话,我痴迷于让它感觉……真实。...
1 file — 0.74
Loading more posts...











































