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ohsy

5
Posts
A member registered 60 days ago

Recent community posts

This is such a perfect pairing honestly. The C64 and Playdate feel like they're from the same design philosophy even though they're 40 years apart - both are machines where the constraints ARE the aesthetic. Hunchback on C64 had that chunky sprite timing energy that just fits a 1-bit screen naturally.

Curious how you handled the crank - did you tie it into any of the obstacle timing, or keep it mostly button-based? The bell-ringing and jumping sequences feel like they could get really interesting with crank input.

Retro-to-retro ports like this tend to find the most passionate niche audiences too. People who own a Playdate already know what they signed up for, so they're not expecting something they're not gonna get.

Congrats on shipping it!

The 'sound is your sight' concept is one of those design choices that sounds simple but has massive implications for how tension actually works. Horror leans so hard on visual scares - darkness, jump cuts, monster designs - and stripping that away forces the whole thing to live or die on audio alone. That's a bold call.

What I'm curious about is how you handle spatial awareness. Are players building a mental map through echoes and footsteps, or is it more abstract? Games like Blind Drive went the abstract route and it worked really well, but a grounded horror version of that could hit completely differently.

Also - solo project on something this concept-heavy is genuinely impressive. Audio-first design has no safety net. If the sound design isn't there, the whole experience falls apart. No visuals to cover for it.

Adding this to my list.

Congrats on the release! Vampire survivors-style games live or die on that power curve feeling - the moment where you go from barely surviving to absolutely melting enemies is so satisfying when it lands right.

Curious what your biggest balancing challenge was? Enemy density tuning in these is brutal. Too sparse and the first few minutes drag, too dense and you're punishing new players before they've built anything interesting.

Did you lean on community playtesting or use any external tools to tune the numbers?

Tire? Haha no! Love you're building something cool with such inspiration and insights!

The name alone does a lot of work here - "handmade" signals something deliberate in a genre that's basically become synonymous with proc-gen. Players notice that even when they can't quite articulate why.

Curious what your content pipeline looked like? Like Tiled, a custom editor, pure code? The volume problem is usually the hardest part of hand-authored dungeon design - you need enough rooms to feel varied but every one still has to carry that crafted intention.

Also wondering about the visual choices. The aesthetic looks pretty distinct from typical pixel dungeon fare - was that locked in early or did it evolve during production?

Congrats on shipping it. That's genuinely the hardest step.