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krassdev.bsky.social
Make the pixels dance! | Indie Dev | Apparently working on a game engine?
22 posts 276 followers 859 following
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I really liked Jusant! Its one of those innovative games that center around a new mechanic but also that doesnt get boring after a while. Also the vibes are just on point
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Look, I am already producing failed Balatro runs at an unprecedented rate, I don't need to automate that!
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other platforms is largely a welcoming one and that sense of connection can help each of us in our journey making games. Anyways, go listen to the podcast, it's great! Thanks to @trentkusters.bsky.social for the great interview and to @localthunk.bsky.social for the great insight!
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And for that the connection to other developers is also important I think. LT talks about how great it has been working together with other game developers to get the different card art types into the game and how welcoming they have been. Our little community, be it here on bluesky or on various
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the parts I found most interesting in the whole podcast, as in my opinion this step is crucial. We work on our games so much that it is easy to define yourself via your game. We need to set boundaries for ourselves and realize that mental health is more important than any development project.
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is worth it even at an early stage as you can easily experiment with certain features or even cut them completely. However LT also talks about needing to set boundaries for yourself and your interfacing with play testers and the community in general, especially as a solo developer. This was one of
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important to broadly keep going in that direction, but when players don't like part of a game we sometimes have to admit that we might just be wrong. 3) In that sense LT also talks about the fact that if he were to do it again, he would involve more play testers earlier. In the end that feedback
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multiple players that we as designers need to admit to mistakes even though we think we have the best interest of players in mind. I thought this was really interesting because in the end we make games to be played. Sure, we might have a vision of what we want the game to be and its definitely
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very strict idea in our heads of what we want our games to be. But sometimes we need to be surprised by the opinion of the people playing the games. The same goes for critical feedback. LT mentions that he would listen to feedback from play testers and when a card or a concept doesn't work for
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easily get the concept of a game and start playing. 2) LT also talks about the fact that for a long while he thought that the game wasn't fun. And so LT talks about being surprised when a friend mentioned that he had played the prototype for about 40 hours. As game designers we sometimes have a
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are some cultural staples in video games and beyond that enable players to easily connect with a game once they start playing. The concept of a playing card is widely known and together with the concept of a poker hand lets people that otherwise don't easily connect with games, let alone indie games
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1) LocalThunk talks about how Balatro started out as a homebrew version of the card game Big Two and then sort of morphed into a single player game after a while. Making a unique never-seen-before game type can be a goal for some of us indie developers and so sometimes we tend to forget that there
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Sounds great, looking forward to that!
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Oh wow, that looks great! Are the head controls separate from the movement controls? Or do you have some sort of dynamic movement target that moves towards the head direction?
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Nice, welcome!
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Nice! Making the engine has felt like a mix of Stockholm Syndrome and Hubris so far but thats what I get for having a very specific idea of what I want the engine to be 😅
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Hi everyone, I'm Kurt and I've been making little indie games for about 10 years now. And apparently I've started work on a 2D map-based game engine? So follow if you want to be there when my CMakeLists inevitably turns out to be the problem
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Hi, I'm Kurt and I've been making little indie games for about 10 years now. And apparently I've started work on a 2D map-based game engine? So follow if you want to be there when my CMakeLists inevitably turns out to be the problem