awesome thank you! They aren't sprites, so I'll see what I can do with code!
Also on itch, the resolution is half of 1920x1080 and that might be part of it too!
I appreciate the feedback.
Do you have a game currently? I'd love to help you out and give feedback on it!
INDIE
Creator of
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DevLog 001: Equilibrium Point
Alright. Let’s address the obvious.
Yes, I am making a math puzzle game. And no, I do not like math.
That’s probably the funniest part of this whole thing.
Equilibrium Point is an atmospheric logic puzzle game built around energy flowing through nodes. You’ve got a source where energy comes from. You’ve got relays that pass energy along. You’ve got boosters that double energy. You’ve got reducers that cut it in half. And you’ve got a sink that needs a specific amount of energy to complete the level.
Here’s where it gets interesting. Relays don’t just pass energy forward in a simple way. If a relay gets 2 energy coming in and it has 3 connectors, it sends 2 energy out of each connector. So 2 comes in… and 6 goes out. It’s not realistic physics. It’s puzzle math. It’s system math. It’s controlled chaos. BLAH BLAH BLAH! These sentences overwhelm me! But I actually love doing this!
And honestly, I love systems.
When I first built it, you could only see the amount of energy at the source and how much the sink needed. That was it. My thinking was that if I showed all the numbers everywhere, people would just flip switches until something worked. I wanted it to feel more mysterious.
But testers kept saying, “Man, it would be great if we could see the numbers.”
I resisted that for a while. Then I finally thought, what if flipping switches is actually part of the fun? What if seeing the numbers makes it more satisfying instead of less?
So I added a Normal Mode where you can see everything. You see how much energy each relay receives. You see how much it sends out. You see the math happening in real time. And you know what? It makes the game better. Sometimes you have to get out of your own way and just listen to the players.
On the visual side, I’ve been polishing. I added particle effects to the levels, and they looked cool… until I realized they were in front of the gameplay and blocking things. So I moved them behind the grid. Instantly cleaner. Instantly better. Game development is often just moving things from the wrong layer to the right layer and pretending you’re a genius.
The music is being handled by Colby Savary, and he’s absolutely crushing it. The vibe is atmospheric and moody. It feels late-night. It feels thoughtful. It fits the world perfectly. It's very Blade Runner-ish.
Looking ahead, I’ve got big plans. I want player profiles. I want leaderboards. I want time tracking so you can compete for fastest completion. I want a Discord community around it. And most importantly, I want a player level builder.
The level builder is where this thing could really take off. If players can create levels and compete on solve times, that becomes the live ops. That becomes the replayability engine. That becomes the reason to keep coming back.
I still haven’t decided how leaderboard timing should work. Do you get one official timed run? Or unlimited attempts to optimize? One creates pressure. The other creates mastery. I’m still thinking through that.
I’ve also been considering funding options so I can put more focused time into this. This isn’t just a weekend experiment anymore. There’s something real here. It’s scalable. It’s expandable. It has systems depth.
And the irony is, I don’t hate math. I hate boring math. This isn’t boring math. This is logic. This is flow. This is system design. This is watching energy move and solving a problem in a clean, satisfying way.
For now, The Prodigal Chicken is still alive, just on the back burner while I focus on Equilibrium Point. Sometimes you follow momentum. Sometimes you go where the energy is flowing. That’s kind of the theme of this whole thing, actually.
This is DevLog 001. No hype machine. No fake polish. Just me building something weird and interesting.
Have a blessed day.

