Boo-beauli 👻

@beaubeauli.bsky.social

Game dev and founder @stardustgames.bsky.social ✨ 🎮🍄🧶✏️🎲🐶🏳️‍🌈 they/them

👀 Psst..we’ve got some exciting news! With the help of witch magic, Grimoire Groves is releasing early on March 4th!🧙 Also, a new demo releases February 17th, so you can soon grow your garden, cast some spells and make new friends!🔮 Trailer is too long for Bsky, so have a random bug video 💖

Been thinking a lot about posting more often about my WIP stuff after Grimoire Groves is released. But then again, I worry that this might mess with a first big game reveal marketing beat 🤔 Anyone got any advice on that?

Been thinking a lot about posting more often about my WIP stuff after Grimoire Groves is released. But then again, I worry that this might mess with a first big game reveal marketing beat 🤔 Anyone got any advice on that?

The craziest part about the new SRF article about funding for games in Zurich is that 58% of the readers say they have played a Swiss video game before. That not only means they care about (Swiss) indie games, but also that they know which games actually were made in Switzerland 🤯 buff.ly/4hnOBoP

Screenshot of poll that shows that 58% of readers have played a Swiss game before.

Also, it's so weird. The Grimoire Groves release is roughly a month away and I'm pretty calm about it. Heck, the thing is super buggy and unbalanced, but I just feel like it will be ok? I feel so guilty about not freaking out…

Just finished translating Grimoire Groves to German. And I had so much fun! I mean I tried to write funny dialogues when I wrote the story, but somehow it hits so much harder in German. Not sure if it is because it's because I'm a German native speaker, or if the stuff just is funnier in German.

It's 9.30pm. You notice that while fixing a bug for your closed beta, you accidentally created another bug (of course). Now it's 9.43pm and you watch your build pipeline slowly building. You hope that your bug fix for the previous bug fix will not introduce another new bug to the beta. 😮‍💨

Played Grimoire Groves with only two fingers today, to try and simulate how hard the game is if you just picked it up (and don't have like 4 years of experience like me). Well, now my hands hurt. Thanks, game dev tip I read somewhere months ago ☹️

My partner and I need to stop accidentally gifting each other the same thing for Christmas. Last year we got each other a Steam Deck, this year we both got each other books about mushroom foraging. At this point, it's getting scarry.

While the market for underrepresented audiences is growing – which is amazing – game development still is a highly risky business. And doing a game in a well performing genre for the core gamer audience is still the safest bet.

Boo-beauli 👻@beaubeauli.bsky.social · 2y ago

As a ceo of a game studio, this is so true! The money says you should do a traditional game for a traditional audience. But the heart wants to make cool games for cool, queer folks 🌈

So if I understood correctly, Twitter now starts to charge social media management tools if they are connecting to Twitter. Which means Twitter will probably disappear from these tools' free plans. As a small indie dev, this is the point where I'm seriously considering to drop Twitter.

So if I understood correctly, Twitter now starts to charge social media management tools if they are connecting to Twitter. Which means Twitter will probably disappear from these tools' free plans. As a small indie dev, this is the point where I'm seriously considering to drop Twitter.

So after I got my Metricool Bluesky integration wish granted, my next one is being able to see the exact number of followers even after you reached 1k. As someone who does marketing, it's excruciating to only have 100 follower steps.

This. Always design for gamepad, you'll find a solution to fit everything to mouse/keyboard anyway. Finding solutions for mouse input for gamepads however is a huge pain, especially if you're doing minigames or similar.

Dan Marshall@danthat.bsky.social · 2y ago

#GAMEDEV ADVICE: when making a game, assume gamepad controls and implement mouse later. It's SO much easier than the other way round. (if you have the time and budget, consider both at the same time, but that's not always likely/ possible, one has to take priority during development)

This. Always design for gamepad, you'll find a solution to fit everything to mouse/keyboard anyway. Finding solutions for mouse input for gamepads however is a huge pain, especially if you're doing minigames or similar.

Dan Marshall@danthat.bsky.social · 2y ago

#GAMEDEV ADVICE: when making a game, assume gamepad controls and implement mouse later. It's SO much easier than the other way round. (if you have the time and budget, consider both at the same time, but that's not always likely/ possible, one has to take priority during development)