Devlogs About Game Design From Those You Follow Page 20
I've added a brand new scene to the demo and also done some changes to the dormroom. I am still unsure what to add, but I do indeed feel it might still be a bit...
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There has been a fair amount of discourse of late on the subject of difficulty in video games, specifically the validity of playing a game in Easy Mode. I want...
Over the past several months I’ve been working through some significant issues to get Auto Fire up to snuff… A good friend talked me into going to the Rog...
This image will serve as a base for one of the character's dreams and will be turned into one of the puzzles. I had the idea to paint something like this - a ro...
Hey all, This might be the last entry I write because it just takes too much time. For example previous entry - "LOTLW Devblog #14: Geography of the Locked Worl...
Good day everyone, Today for this devlog I’ll be posting an interview with the game’s composer Jeff Penny who has provided all the music for The Game of Fou...
this was not a game that I expected to make, but I love it so very dearly. as we developed it, it has climbed up to the top of the list of my favourite games I...
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Hi everyone! Tower of Arcana has received an update. What's new? - A revision of the text was made to make sure that everyone feels included while reading it...
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Our designer Arenly is currently working in the design of the final boss: Mitlan. Mitlan is the boss for the third and final level of Kisin. He's the spirit tha...
In this entry, I'll reveal Light of the Locked World's brand new development plan! Also, sorry for the scarce entries. I'll try to post more often from now on...
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Today’s we continue to look at the foundational game design principles, true as they were in the game’s first publication, back in 2017. Most role-playing g...
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Let’s get the first question you have out of the way right now: Why would you EVER choose to make a game set underwater? Yeah, we get it. Everyone’s least f...
A month ago I didn't know this was going to happen, but I made High Tide . Here's what I did over the two weeks of My First Game Jam: Summer 2021 . Game Engine...
Good night, and welcome to the third update post of Darkness of Hope: The Pocket Watch! We are pleased to share that this project has been moving along nicely...
This might take a bit. I want the final area to test the player, not just in skill and etc, but also in lateral thinking and puzzle solving. I'm adding in a pac...
Hullo, everyone! It’s j.s. , and I’m wearing my scriptwriter hat! WS is my first take on a visual novel, and, boy ooh boy, did it take some figuring out –...
Hello Fellow Gamedevs and Indie Gamers! This is GrizzliusMaximus and today, I would like to share with you some insights on the Game Design process of Beartopia...
I ran two sessions of Agents of the O.D.D. at Metatopia, a convention geared toward playtesting games in development. The feedback was a mix of things that ma...
Hi, Wavi here! First, I want to thank everyone who voted on the poll for Zanas’s new alternate outfit. The results are out, and the blue cape version won! (by...
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Hi, trying to keep up with #screenshotsaturday on my project Neon Tail ! There's been a ton of work done these few weeks, but I think the amount of new things d...
Firstly, thank you to the thousands who have played Adulting! over the past month, and to those who gave valuable feedback. You have vastly improved our little...
This week was definitely a really good week to set myself up for the end of semester. I've realised how fast I work artistically, and now understand how I'm goi...
Okay, man, finally having a windows machine of my own was very eye opening here. This game is fine on OSX, runs milky smooth without issue. On Windows? Yikes. N...
A few people have been asking about Husk's unique blend of 2D and 3D art - Where did the idea com from? Why did you make it that way? Why not put those details...
Hey Folks, I've gotten quite of work done on the system hacks recently. Specifically, THE BIG TOURNAMENT is ready for alpha testing! I'm pretty excited about th...
Introduction This is the third in a trio of articles going over the various archetypes available in this version and a little look beyond as well. The first few...
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Our Mac build is untested, but we wanted to let people try it out for themselves. Let us know how it runs!...
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Yes you will die anyway, but at least you're going to feel progress and understand the mechanics the game is trying to show you and why you died. A death with p...
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This is a follow-up to "LOTLW Devblog #10: History of the Locked World", this time it's more about the locations and less about the events. The world's name is...
In Blackshift 2.1.15, I replaced the old Level Select menu with an overworld map. There are still 100 levels, but instead of going straight from one to the next...
Welcome to the twenty-sixth devlog! This time I want to talk about player powerups (or “modifiers”). When I started development on this game, I never though...
Hello there! Game design is hella tough, and it is difficult to make a game that is both challenging, has enough content while still being intuitive and fun to...
This week was mostly about combat. I implemented attacking and being attacked by mobs, HP (with a very minimal healthbar for the player), death for mobs and the...
How do you do, everyone? Mangoku418 here! Just in the nick of time for my third devlog! We've made some major updates this month and I'm excited to share them y...
I was recently interviewed by Moira Hamilton, who had played CTAM at the Smithsonian American Art Museum. Check out the exchange below. I’ve taken a look at y...
For the GMTK Jam 2020, the theme was announced as "Out of Control". I spent the better part of 2 hours after the Jam theme was announced deciding what kind of g...
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Good Day Folks, Hope that things are going well for you, as of writing this I've just about finished adding in a few pieces of polish for the game. Mainly some...
When you're as close as I am to a project like this, you can't see the game through new player's eyes anymore. As my brother puts it, "too close to the trees to...
Hi All I decided to experiment a bit with smaller, faster releases this year. That's why ---Red---Tether--> will come to Steam and Itch as an extended, commerci...
Spent the day working on a new UI to reduce clutter and add some more new features that will help in editing characters. Here it is in action: New Additions: A...
Today, we'd like to give you a first little insight into the design-process of the levels. While we have some nifty tools at our disposal, more about those soon...
Welcome to the seventh weekly devlog update of Mythforge Stuff I've worked on in the past week: Added block ability to AI Added stamina to targeting indicator W...
I've been working on a draft/prototype idea for one of the chapter games. This one is a speed based game focused on both the band's success and their sudden dis...
I’ve been itching all week to show off our new beautiful addition to the cast, and finally the time has come! Edrisil “Moonshadow” Mune is here! °˖✧...
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This devlog was originally posted on my website: https://elocnat.com/blogs/tcpd-devlog-9.html 🔳 Multiplayer - It's Here!*** In the last devlog I mentioned th...
G'day Everyone It's been a while since my last update or really any update. But progress on the game is going smooth as usual, I'm about finished with the first...
Many players have mentioned the unclear ending, and rightfully so. I will explain the games ending below. But first, I will let you know that it has now updated...
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This past weekend was the Freeplay Independent Games Festival, and as part of that I gave a talk on the context and design process of this game. If you're inter...
Hey Soldateers, MM here! I'll be live-streaming the Soldat 2 demo and giving you an overview of what to expect in the full version. If there's time I'll also s...
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