F
@breakingf
I make cool games
Wishlist my game on Steam! It should be ready to launch in a few days: store.steampowered.com/app/4548340/... #indiedev #gamedev #indiegame
It's official: you will be able to play GYROGUE in German, from your smart fridge. The way God intended. #indiedev #gamedev #indiegame
本地化真痛苦。 Localization is painful. Lokalisointi on tuskallista. La localisation est douloureuse. Lokalisierung ist schmerzhaft. La localizzazione è dolorosa. A localização é dolorosa. Локализация — это больно. La localización es dolorosa. Lokalisering är smärtsamt. #indiedev #gamedev #indiegame
GYROGUE will be available in a lot of languages. Too many, you may say. All the finnish already know english, you may say. I just like the perkele people. Leave me alone. #indiedev #gamedev #indiegame
You could save up to buy new skills and parts. Work hard and earn good upgrades. You could also WIN 300 CHIPS INSTANTLY. But you probably wont. But you TOTALLY COULD. #indiedev #gamedev #indiegame
The last map added to the game before release! Featuring: -Bonfires -Unkillable boss -One-hit death attacks from unkillable boss Just like Dark Souls :) #indiedev #gamedev #indiegame
Big Update: -New map -All the maps will get a little cozier in Boss Battles #indiedev #gamedev #indiegame
Racing mode and survival mode are now 100% working. These modes are more about dodging enemies than fighting. Every map now also features unique events, like the swaying movement on the island or the forced jump in the skatepark. #indiedev #gamedev #indiegame
Quick trailer to show the core gameplay loop. Still working on enemy balance and new arenas, but the game is almost here, friends. #indiedev #gamedev #indiegame
You can see your new parts in the minimap now. I also added sparks everywhere for the ADHD people. The notebook will keep the stats updated at all times. (This is also for the ADHD people) #indiedev #gamedev #indiegame
You can't use any skills while transformed into a big heavy rock. You can barely move at all! However, you can still use other things like: -Momentum -Gravity! -Other skills (if you are clever) #indiedev #gamedev #indiegame
Quick playtest round. -Added size and animation scaling to prioritize bigger damage numbers. -The game is holding up to 10 enemies without any FPS drops. Also, not even close baby. #indiedev #gamedev #indiegame
First time making animated damage numbers. Is it normal to stare at animation curves for 3 hours? does it get better? #indiedev #gamedev #indiegame
New damage numbers! New skills! Use the wave to push everything in front of you. You can also surf the wave for extra coolness. #indiedev #gamedev #indiegame
You can now upgrade bombs to inflict status effects, but they will deal less damage, have reduced push force, etc. #indiedev #gamedev #indiegame
I began designing the skill trees with simple dashes and jumps, but somehow ended up with Yu-Gi-Oh-like abilities. I need to hide these behind a lengthy progression of unlockables. They hold too much power Yugi you must understand #indiedev #gamedev #indiegame
Enemies can now use the boost mechanic and tilt/maneuver just like the player. This leads to more complex behaviors and adds randomness to their object-avoidance code. #indiedev #gamedev #indiegame
Refining the core combat interaction: the faster combatant in a clash deals damage, while the slower one receives it. If speeds are nearly identical, both take reduced damage. This encourages players to dodge often, save boost, and attack only at clear openings. #indiedev #gamedev #indiegame
Update: STATUS EFFECTS! -Skills can now access them as upgrades -The status effects can be upgraded on is own (like the damage/second on the poison, or the slowing on the freeze) #indiedev #gamedev #indiegame
I'm creating variants for the same skill to fit different playstyles. These will be found alongside the common upgrades (damage, cooldown reduction...), but most of them must be unlocked first by reaching certain point thresholds throughout your playtime. #indiedev #gamedev #indiegame
The new map is done! I'm currently testing the enemy response to all the random stuff on the ground. In low density configs, it's holding up. #indiedev #gamedev #indiegame
New map is on the way. I'm currently transforming tents and ship remains into ramps (somehow) to place on the center, and we're done! #indiedev #gamedev #indiegame
Stats are now color coded! The parts generates with tones matching the overall red/attack, green/dexterity or blue/defense themes. Also, new rare parts with higher stats. Super rare parts and additional effects in the future! #indiedev #gamedev #indiegame