hourglasseye
@hourglasseye
I like making video games! I'm working with team Kill Your Darlings on a bullet heaven rhythm game called Pitchfork Perfect! Check it out: My portfolio:
I really enjoyed the Loot Frog demo! Please check it out at store.steampowered.com/app/4534390/... It's a little slow at the start but once it ramps up it's super fun! #games
I think it paid off! Our game has a "constellation" weapon that works like a tripwire, and I wasn't happy with how random the shapes were... so instead, we can now have actual constellation shapes! (the game is Pitchfork Perfect on Steam) #indiegame #indiedev #games #rhythmgame
My Retroid Pocket survived its first game convention this year (at #pgdx2026)! I was finally able to fix the audio desync issues while running Pitchfork Perfect via GameHub. We were able to accommodate 3 people at a time in our booth (Retroid Pocket, Steam Deck and a laptop)! #indiegame #gamedev
I'll be at booth 129 with my teammates from @kydgames.bsky.social If you're attending #pgdx please drop by and try our game! #indiegames #gamedev
Been tryina cook something... Let's hope it pays off. #indiegame #gamedev
An tiny experiment in morphing textures through UV operations. Arguing chairs and bowing chairs.
Here's a clip of the scissor attack of one of our bosses. Fairly proud of this #shader I set up for the GUILTY circle, along with the ripple effect... Staring at it now, maybe I shouldn't hide it so abruptly - make it fizzle out the way the flame does. #gamedev #indiedev #indiegames
We got to showcase Pitchfork Perfect at #toyconph! A lot of people dropped by to try the game over two days. Some of them came back more than once to try and beat the boss! Barring some addressable issues with onboarding and stability... I think we might be on the right track #indiegame #gamedev
I wanted a sort of shifting gradient of colors on one of our bars. I tried ended up combining two Perlin noise gradients with different scales and shifting at different speeds to make the gradient "swirl" a bit better. How does it look? Any suggestions? #gamedev #indiegames #indiedev
Here's a preview of our "beat vignette"! Some of our players can't look away from the center of the screen because they're staring at the beat bar - we're hoping the pulsing border will allow the player to look anywhere and still have a visual guide. #rhythmgame #hordesurvival #indiegame #gamedev
We're prototyping "fever mode" for our #rhythmgame to reward our players for casting a variety of spells continuously. The player needs something special to do during fever mode - so we're giving them some ✨LAZ0RZ✨ to play with! #screenshotsaturday #gamedev #indiegames #indiedev
I got a request for feature that visualizes the movement range of enemies, so here's what I have so far. It doesn't show attack ranges - just how far an enemy can go, and how many action points it'll cost to reach a tile. Does this communicate the info well enough? #feedbackwanted #gamedev
Continuing from the quoted post: here's a demo of the SPREAD curse's simple damage-per-turn effect - this time, it deals less damage but affects adjacent allies! #turnbased #tactics #indiegame #gamedev
Originally, the curses do nothing on their own... that didn't work out too well, so I made simple effects for each curse. For this post, I wanted to show the damage-per-turn effect of the DAMAGE curse. I'll post about the others over the next few days! #turnbased #tactics #indiegame #gamedev
The idea: using a skill repeatedly within one turn can grant bonuses - here, it's stronger damage on the 3rd hit and onwards (extra damage on 3rd and 6th). I'm hoping to tempt the player to risk saving action points for a bigger payoff next turn. #turnbased #tactics #indiegame #indiedev #gamedev
I implemented a way for the player to conserve their action points for later use! I have an idea for how to make this more interesting for the player... I'll make another post about it - hopefully soon! #indiedev #gamedev #indiegame #turnbased #tactics
Enemies in my game can now summon minions! I was thinking of having an enemy type that can attack from afar while their minions keep the player busy. Should summoned minions act on the turn they're summoned? #feedbackwanted #screenshotsaturday #indiedev #indiegame #gamedev #turnbased #tactics 🎮
I added a way for enemies to retaliate whenever hit by the player or the player's minions. It won't be available for all enemies, just for some! I'm thinking it'll encourage the player to explore non-melee options for certain encounters. #indiedev #gamedev #indiegame #tactics #turnbased
I did a small thing today: while picking what to build, a blinking preview of what's selected will show on the current tile. Hoping this'll help communicate what's happening, and not just add more visual noise 😅 #indiedev #indiegame #gamedev
Hey y'all! It's been a while. I'm still working on my game! Here's a WIP of an unlock tree for what rooms are available to construct in the dungeon building portion of the game. Does it look ok? #indiedev #gamedev #indiegame #turnbased
Okay, 3D tutorial for #godot done! I poked around to figure out how to use exported animations... I'm not sure if I did it the right way. Some thoughts: * Monitoring and Monitorable toggles are convenient * Global autoload is great * Excited for that mute toggle from github 99555 So far so good!
Playing this game was inevitable, I guess. It's as bad for me as I thought it would be 😅 #dontstarvetogether
Hey y'all. I haven't posted in a while. Here's a peek at the monster tribes feature for the dungeon building phase of my game. Right now they're just shown to be milling about in the "waiting" and "refuge" rooms. #indiedev #gamedev #indiegame
Here's the icon for the third tribe (at the top). I'm not really sure what this tribe should look like - just that they have an affinity for water. Besides this, I'm still working on the code for the tribes feature. Trying to get to a point where I can start sharing gifs. #indiegamedev #vectorart
I'm working on a feature for my game where different monster tribes can live in your dungeon. So far I have two presentable-ish placeholder icons. The new one is on the right - it's supposed to be a horse with gems growing on it. The reference I used is obvious, I'm sure 😅 #indiegamedev #vectorart
This past week was rest I skip #screenshotsaturday Have an eepy Slime