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Build 1.0.1
MAP 8 and the fire tree up to TIER IV are done.
Game is going to enter a pretty serious stage after demo maps.
(sound on, share your feedback pls)
#gaming #indiedev #indiegames #nextfest
I could not resit!
Still looting every chest at Lantern Landing for the Pirate Token? Any chest counts, they said. 1 in 700,000, they said.
I made a golden bug instead. It wears a tiny pirate hat and found a loophole in the Pirate Shop's terms and conditions.
The shopkeeper is crying. The bug is on fire.
#Fortnite #PirateToken #steam
I do use coding agents, and I use them most for testing.
So I have all 3 of my subscriptions play on a single server with one goal: survive and finish all the missions.
No other instructions, just a bot framework.
Sometimes I had trouble finding what went wrong and why, so I added a replay system that logs everything and lets me see what happened around a bug.
Lesson fo others:
Always plan a release for
20 business days.
Assume 1 failure, then you are safe :)
#steam
Due to the lack of a second developer, multiplayer was tested with AI. ;)
Yes, Claude was operating a mining ship.
So... if you don't have any friends, you can always play with your LLM. ;)
People said I didn't put enough love into the game...
Well, here you go! Some love scenes ;)
#indiedev #indiegame #screenshotsaturday
Everyone's talking about Steam discovery problems because of AI.
Here's my take:
If your game can be reduced to this GIF, and someone can swap the theme and make the same game, congrats. You're clonable.
Fluid + turrets? Creeper World.
Fluid + orcs? Sir, We Have an Orc Problem.
Fluid + zombies? 100K ZOMBIES.
Fluid + bugs + fireballs? We're Gonna Need More Fireballs.
Fluid + French infantry? La Muraille 1806.
The trick isn't inventing something nobody's seen.
It's making someone stop scrolling for 30 seconds, then giving them a reason to play for 30 hours.
Ideas are cheap.
Making them irresistible is the hard part.
AI / not-AI does not matter. Market will balance it.
Yes... the lighting makes it so much better! And it POPS just the way I wanted.
A little laggy due to OBS and some tests running in the background.
This is the first map where I had to create a custom flow field, as there is no actual "attack" mechanic, only pressure, much like in a fluid simulation.
I'm going to test an idea of adding a CPU worker to calculate attacks on top of the simulation, but so far, this is a 100% SHADER (GPU)-based simulation!
There are only four things running on the CPU: UI, HP, wave emitter, and "cleaner". Their workload remains constant, regardless of swarm size.
That's why it's so GPU-heavy, and with the biggest swarms, players might get the impression that this game is mining Bitcoin! ;D
#WishlistWednesday I only need 50tish more wishlists to hit 1K!
You can find it here: s.team/a/5037670 :)
When you create a game, you stare at it so much that eventually you become numb to it. To the point where it almost makes you sick.
Along the way, you learn about #pixelart topology, game colour theory, lighting, readability, and so much more.
I think the majority of time is spent iterating what reads and what does not.
I tested adaptive bug colours.
I tested different art styles and map skins.
I experimented with different texel sizes, breaking certain rules just to make things pop.
Then I experimented with lighting.
I even tested hand-drawn paths to make them look like actual, natural paths which i gave pathy colours.
I tested 10000 versions of shadows.
I also used generative AI, asking things like:
"Here's my map, here are my units. Show me the way..."
And after all that, I have nothing but respect for level designers who did all of this without AI.
Because even with AI, it's still hard as hell.
#solodev #steam #gamedev
Okay... I asked Claude Code to design an excavator that would work on the Moon, just for fun.
I forgot I had opened it in my Unreal Engine experiments folder.
F*k me.
I now have a fully functional lunar excavator simulator with all the controls.
Last day of #nextfest and all the feedback will make its way - somehow - into the final game!
Huge thanks to all 250 players, and to Mikatron, who discovered that shaders can be compiled in 3 seconds instead of 30!
How?
Switching from FXC to DXC cut the first-launch shader compilation time from ~47s to ~4s.
That's the curse of developing on an RTX 50XX, you don't always notice what everyone else has to deal with! ;)
I'm really sorry for making you all wait those 30-50 seconds!
Fully ugpraded tree vs final map in demo.
#screenshotsaturaday Nerfing Edition / Balancing Edition
For endless modes, nerfing means shorter, less boring gameplay loops.
Sometimes, being too powerful means spending 1,000 hours doing practically nothing.






