Rasmus Indie | Wishlist Mindbreak 🤯
@rasmusindie
Solo indie game dev, musician and father of two. Woke AF. He/him. Working on an exploration driven puzzle adventure, Mindbreak. 📍Copenhagen, Denmark ✨Wishlist Mindbreak: ✉️ rasmus@lostumbrellagames.com
I've been tinkering with the cinematic intro for months. Time to show it here. This is the first thing the player sees when starting a new game. I'm trying to start the story and give the player a "why". Let's me know what you think. Sound: On 🔊 #indiegame #gamedev #sologamedev s.team/a/3470490
Demo store page approved 🥳🥳 #indiegame #gamedev
I'm at build 19, and I can now say: THE DEMO IS DONE! Sure, there'll be more fixes and improvements, but it's in a state now that I could actually release. It'll go live sometime after summer. #indiegame #gamedev #sologamedev
So, I just pressed the "Submit for review" on my Demo store page. One step at a time I guess... #indiegame #gamedev #sologamedev
I'm implementing CloudSave today, syncing save/preferences data between devices. The setup in Steam is simple enough, so it's mostly setting up the file structure and making sure that my SaveLoadManager is up to the task. Sounds boring, but I'm actually having fun with this one 🤩 #indiegame #gamedev
It's #ScreenshotSaturday and I hope you're all having a great one. I'm ramping up a bit here ahead of the demo release, so please consider wishlisting Mindbreak if you're into slightly weird, open world atmospheric puzzlers. store.steampowered.com/app/3470490/... #indiegame #gamedev
Building for SteamDeck (Linux) requires changes to the cameras, the UI canvas and the graphics manager to make the game look good on the smaller 16:10 screen. Takes me around 2 mins. Last night I spend 2 hours automating the process. Guess I'll break even in 60 builds 😇 #indiegame #gamedev
Just sent out keys to 3 completely new playtesters. We're really close to the final demo build, so I'm hoping for some rather smooth experiences. Wish me luck! #indiegame #gamedev #sologamedev
Real world is quite busy at the moment, so I’m struggling to find time for Mindbreak work. That being said, I crushed some bugs this week and implemented something as boring as save files encryption. Not much left on the board really 👀 #indiegame #gamedev #sologamedev
Here's a sneak peek on the updated trailer! I'm gonna leave it up for a while to hopefully get some feedback. But since it's a Demo Release Trailer I'll probably take it down again until I'm actually ready to release the demo 😇 Let me know your thoughts. #indiegame #gamedev #solodev #gametrailer
So, the new trailer is basically done. Might show it here later for some feedback. I’ve removed some fluff, really focussed on gameplay and showing what you’ll be doing as well as the style and atmosphere of the game. Wrapping up now. #indiegame #gamedev
All clips for the new trailer are recorded, and the first rough edit is done. Some work left still, but its getting there fast. So much easier to make a trailer for a game that actually exists 😂 #indiegame #gamedev #sologamedev
When I made the announcement trailer for Mindbreak, it took me 49 days (according to github). This time I plan to do it in less than 2 weeks. The main difference is that I don't have to fake every room. I just recorded a demo playthrough in 17:57. Should be bulk of content #indiegame #gamedev
I was contacted by an upcoming local festival, Game Expo, if I would like to be a part of their game showcase. Ehhh, yes please! Not a guaranteed spot, but what a great reason to get the updated demo release trailer done. So that’s what I’m working on for the next few weeks #indiegame #gamedev
A question about game trailers (since I'm currently working on one): A "demo release trailer" should: a) exclusively show content available in the demo b) show a mixture of demo and full-game gameplay #indiegame #gamedev #sologamedev
This afternoon in Copenhagen we had the most violent earthquake in 14 years. All media is completely in BREAKING mode. No one will talk about anything else for the next two weeks. Still, this is unironically the most dramatic video, currently front page of dr.dk (the largest media in Denmark) 😂
Today I'm working on some secret stuff and can't really show in-game screenshots because of spoilers. I'll give you a glimpse of the code instead ☺️ #indiegame #gamedev #sologamedev
I have a demo that’s about ready. There’s still stuff I’d like to add, but I’m contemplating releasing it sooner and then maybe adding content to it later. Anyone have experience with that? Good idea or should I wait? #indiegame #gamedev #sologamedev
I’ve watched as the story element of my game has slowly become more and more important. From watching over their shoulders, it seems that players enjoy the short interactions between characters, that was originally only meant to provide information. Funny how that happens #indiegame #gamedev
One piece of feedback I was expecting but never got, was "the dialog is interrupting and taking me out of the game flow". I've always tried to limit the dialog as much as possible, but I'm starting to look at it as more of an asset and not only a way of delivering information #indiegame #gamedev
One of the advantages of using Steam Stats for analytics, is that I automatically have data available for adding Achievements. I don't really have a lot of great Achievement ideas, but I guess that configuring just a few for the demo demonstrates some overall game quality #indiegame #gamedev
June 18th will mark two years since my first commit on Mindbreak. Would be a sick day to launch the demo. Just saying. #indiegame #gamedev #indiegamedev store.steampowered.com/app/3470490/...
Some improvement on the visuals... AND it can now kill the player. Should make for some good challenges #indiegame #gamedev #indiegames
Just imported the laser hazard from my almost one year old trailer branch and put it in a dummy room. Seems to work ok. The movement is laggy and it doesn't really do anything yet. It was good enough for the trailer, I guess, but definitely needs some work 😆 #indiegame #gamedev #indiedev
I'm adding small things in the UI, to remove a range of cases players found mildly confusing during tests. It's all about reducing friction. Example: some players didn't noticing the Change Character-button appearing for the first time, so I added a small animation and a sfx. #indiegame #gamedev
Got the pizza oven out for the first time this year. If only I was this good at #gamedev
Test feedback: 2 testers accidentally skipped the intro cinematic because the "ESC Skip" button appeared (bottom right) on the screen and they instictively pressed X before reading. Fix: The "ESC Skip" now awaits the player to press any key before appearing and allowing skip. #indiegame #gamedev
Test feedback: Not clear how many moves are allowed and what constitutes a 'legal' Phasing move. I felt it was fun to discover naturally; play test said otherwise. Fix: A "moves left" counter above the icon (bottom right). Error message on failed Phasing move (bottom center). #indiegame #gamedev
The setup for today’s play test event #indiegame #gamedev