Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Tac

12
Posts
1
Following
A member registered Dec 27, 2022

Recent community posts

So cool! TIL about Cranko → Instant buy :-)

What a wonderful read. I believe you could bundle all your devlogs in a book and sell it as a genuinely riveting account on the thoughts, decisions, leaps of faith, setbacks and happy surprises that go into making an indie game. Anyone involved in creating something would love it.

Oh and on top of that, the visuals for this game are going from great to platform-defining :) 

🙌 excellent

Compelling read once again! And great outcomes to your little quests, love it.

Happy to help out with sound design by the way (creating, reviewing or just sparring). 

(1 edit)

I love that you made a game that was sold in what's possibly the most 80s/90s game box ever

That was amazing, so engrossing, I loved the rhythm and I just cannot fathom how you managed to get such a deft balance in difficulty. The YES moment when a filename attempt works is so good.

William just so you know I'll blindly buy any next game you're making :)

Riveting read and I adore how the map visuals are coming together, beautiful work.

"One could argue that two more button presses don’t sound that bad. [...]  "

This reminded me of what's called 'menu diving' in music gear like grooveboxes and synthesizers. A problem created by a plethora of things to do but too few controls to do them with. The considered design approach you use in your game isn't always done by music hardware makers which can result in lengthy submenus-in-submenus. Whereas in games this is problematic because tension in the game makes you frustrated with slowdowns (plus also, fatigue), in music it's problematic because inspiration doesn't hang around forever, and speed keeps you in the flow (plus also, fatigue).

Riveting read, as usual :) 

Arguments notwithstanding my insticts goes with silhouettes. 

Reading all this I'm struck by an intense desire for the game to be accompanied by an actual paper book manual. Tiny, like the playdate itself, but well designed, with fun authentic details. Probably unrealistic given the work and logistics involved but one can dream.

> I realize that this log may feel like a lot of fuss for little progress

Good thing then that's exactly what we're here for :)

Great read. I love how a very methodical, deconstruction, research based approach one one hand, and intuition and creativity on the other, come together in this project, and how vividly you describe that process. So much fun already, without even having the game. 

Great read! What a surprising twist to make things turn based, too — very excited about this from a gameplay perspective. And the full view with clouds, water and ships looks amazing; the attention to detail really shows (such artful dithering).

Stunning. Love reading your process and how far you follow your gut in getting the details right -- inspirational.