You've probably noticed in the previous video that the player would make a "bump" before landing on the platform. I fixed it.

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Just started programming on my next game dev project. Right now, I only have movement and the gravity flipping mechanic implemented, but more is to come!

Working on the design doc for my next game. Hopefully, switching to SDL will allow development to go smoothly this time.

IT'S FINALLY OUT!!!

My first commercial game and my first game under the Ioncom brand. It's an action, roguelite, dungeon-crawler with limited lives and permadeath.

It's currently Linux exclusive, but the source code is available and you should be able to compile it for anything that SFML runs on.

ioncominteractive.itch.io/refr

gamedev 

The final boss now drops bombs. I felt like it was kind of necessary as the boss is piss easy if you have all your stats maxed. I also increased it's HP slightly.

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gamedev 

I noticed now that I made the game too easy by having the player heal between levels. To somewhat compensate, I increase the prices of the white and blue swords. Maybe they should be even more expensive.

I also realized that while the bosses take a while with the wooden sword, they are easily cheesed with the blue sword so I think it should be pretty expensive.

Balancing difficulty is basically the only thing I have left to do. I could release this game unbalanced, but since permadeath is a key feature, I want to make it so that you can lose and probably will on your first playthrough, but not have it so that winning is impossible. Though there was a Japanese PC game known as Xanadu which was infamous for being popular, but having very few people actually beat it, so maybe I could do that.

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gamedev 

Player's HP restores to maximum HP in-between levels.

I'm trying my best to make this game at least beatable. I noticed that because of the random enemy drops and the random nature of the in-game shops, healing is heavily RNG dependent, and you can go multiple levels with very little chance to heal, so I feel like this was necessary.

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gamedev 

Added a menu to the pause screen. Recently, I reconfigured my game to play in fullscreen so I need to accommodate the lack of an exit button.

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