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Devlogs About Game Design

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Game Design
As our Assets met their selling points, we decided to set them FOR FREE for as long as we stay in profit. Thank you ALL for your great support !
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Onto 0.3.3...
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Game Design
Now that 0.3.2 is out of the way it is time to start working on 0.3.3. For those who are unfamiliar with my development schedule, I mostly work on the project d...
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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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...
Dev Log #3
Game Design
Anthony, Producer, Lead Design, Audio Design I continued work on sound effects and music for the game. I finished a new song track for the game. We implemented...
Concept Art Showcase
Game Design
Blazearrow Weapon Design Kazarua and Maruki Character Designs Gaia City Concept Art with old HUD Rock Cave Concept Art Shock Blade Concept Art Valtherium Kin...
Issue#4: The Diamond‑shaped Tournament
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Game Design
Stories of the Past, #2 This is the second instalment of the stories of the past , you can read the first one here . By order of The Most Redundant Lord Orkish...
Pre-Release Feelings: Emptiness
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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...
The Path And Wall System
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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...
Weighty updatys
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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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Chapter 2 Sneak Peek #44: New Status Effect!
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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...
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...
Writing about R o t M
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Game Design
First, there is a new, very dramatic trailer out for Ritual of the Moon! Please get hype. Now, onto writing about writing. Not last summer but the summer before...
The Soundtrack
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Game Design
I believe music has the biggest affect on mood and tone in time-based multi-media like videogames, film, and installation. The music in Ritual of the Moon is r...
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...
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...
On deciding when to blow up and when to heal
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Game Design
The base idea for Ritual of the Moon came as I was fighting with a close friend. Or, I was fighting. She had no idea. I was feeling really abandoned and betraye...
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...
Design discussions 01
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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...
VivaMortis source code released
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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-Ritual Sale
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Game Design
In celebration of Ritual of the Moon coming out in 1 week, I've put all my for-sale games on sale at 28% off ! That's Techno Tarot (on desktop), Cyclothymia, Cy...
Archers And Character Controller
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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...
11/04/19: Day One
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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...
Text Material Trials
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Game Design
Before we settled on embroidery and wood burning for the text, we tried out some other things like wire, pencil crayon, glue, sparkle paint, and puffy paint. P...
Writing Down and Making a To-Do List
Game Design
I'm super excited. This is my first ever game jam, and I'm excited to complete my first ever game. Today, has been just laying out the idea and a bit of the st...
On Ritual
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Game Design
These are images of different trials of the calendar. This is the non-black and white, not digitally manipulated raw wood burns. In the past few years I've bee...
Boss Fight Development
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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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A Small History of Captain Smol that is Absolutely Not Made-Up
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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...
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...
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...
On Confidence and Vulnerability
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Game Design
I've been confident that Ritual of the Moon is good for a long time. I'm often confident in my work. The very beginning is my most self-conscious time. I try to...
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...
Time vs Efficiency
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Game Design
It's been a few weeks since starting back up with development of Asterius. The first thing I wanted to tackle was the game's lag. And even though I have more wo...
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Issue #2: Commonly overlooked design mistakes
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Game Design
Briefings of the present, #1 As I anticipated in the first issue , this weblog will alternate stories of the past , briefings of the present , and glimpses from...
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...
The Altar
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Game Design
These images are some of the altars we tried out. As always when looking at early versions: wow, colour! Everyday the player must go to the altar to perform 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...
UX design of a roguelike inside a cockpit sim
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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...
Chapter 2 Sneak Peek #43: Shifting Sand
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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...
Embroidered Text
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Game Design
I wrote the story of Ritual of the Moon in the first half of 2015. A few months later I hand embroidered all the witch's inner dialogue. It took about 5 of thos...
First Sketches
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Game Design
These images are thee first digital sketches I did of the layout of Ritual of the Moon. This was back when it was under the working title "Moon Witch", had an i...
[Week06] Starting production phase 2!
Game Design
Hi everyone! We've started the second production phase and we are well on our way to having a great final result! While we evaluated how the first production p...
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Talking about R o t M
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Game Design
I've given many talks where I discuss Ritual of the Moon. Sometimes it is easy and sometimes it is hard. I gave a 15 minute talk specifically on RotM, a "mid-mo...
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...
Goals With No Punishment
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Game Design
This is the image of the calendar in game. As days go on, it marks your choices. At the end, it will hopefully track your emotional landscape for the past month...
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...
Changes: The Practical and the Pretty
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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...
§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...
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...
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