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dr-sharkie.bsky.social
https://5yearsnow.com. #indiedev #solodev Creator of Ascending Realms coming soon. Sydney, Australia. https://discord.gg/URsQvAdYRN https://sharkie21.itch.io/ https://reddit.com/r/AscendingRealmsGame https://ko-fi.com/dr_sharkie
77 posts 182 followers 1,845 following
Getting Started
Active Commenter
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And we're back in business! phew
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Making progress friends. Thank you "> git bisect"
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that is stunning! Very nice
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So true. Get well soon!
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that's genius. Love it. Simple and elegant solution
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haha fair enough. Keep at it then! 🚀
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that's the catch. It never is! Progress over perfection always.
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Now supports 35.
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That looks pretty epic!
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wow Valve should really sort it out. If it's happening to you then it'll be happening to others.
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oh wow didn't even know that was a thing. That's horrible. I hope the issue gets resolved one way or another. Thanks for sharing.
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GameKaren.cs wants to talk to the manager.
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sure, shoot me a message
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I physically felt this post.
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One of the very first features I implemented actually. More settings available the better imo
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thanks! it's a fast paced fantasy RTS with autobattler and RPG elements inspired by Sensible Software's 1991 game Mega-Lo-Mania. I hope to have the demo up on Itch io later this week
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what's up with the pricing for those of us not in the loop?
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genuine question, do people post on Saturday in their own timezone? or a specific timezone?
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it's looking good! UI is one of my least favourite things to work on...
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I'm a solo dev would love to be added. Also thanks for sharing the starter packs!
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pics or it didn't happen 📸
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idk what's wrong with that image preview, this is it:
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It looks like a fun mechanic. On a side note I'm getting this vibe, so much nostalgia: static.wikia.nocookie.net/sonic/images...
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Loving that transition effect between the chambers. Looks awesome!
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Solid progress! It's shaping up nicely.
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reminds me of this gem www.reddit.com/r/StarWarsBa...
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Don't go too far down that rabbit hole. You might not be able to climb back up!
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That's looking really good!
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They really are. Especially when they get all stabby 🗡️
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ah I see. That makes sense. Should be fine then!
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It wasn't obvious to me that you can wall jump on that 4th set of vines. Maybe you explain/present to that to the player in the first level already? if not I would be stumped there. Overall it looks really good!
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Very neat. I dig it!
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Ah that's a fair point. It also brings to mind introducing modifiers to enable some of those things as part of the design like what a lot of roguelites have done. This discussion has been very insightful, many thanks!
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interesting! That makes a lot of sense. I wonder though at the extreme ends what approach to take for those that even the hardest difficulty is too easy? Is it best to tweak the hardest difficulty or just continue stacking on top harder difficulties as to not lock out players already playing on hard
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That's much more readable. Looks great!
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Loving the liquid physics. Very sleek.
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Good writeup and interesting feedback. I too likely would have assumed the difficulty and skill involved would have resonated well with the hardcore platformer communities. Thanks for sharing!
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looking forward to it!
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Hello! Oh boy, memory issues are a bundle of joy... 🫠
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Love a good before and after comparison. The difference is incredible!
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Like others have mentioned I do find the old one easier to read.