The "modernization" crowd & the "retro throwback" crowd are two sides of the same coin in that both tend to treat classic game design as "solved" in a sense. It's just one group likes it so they reference it, the other doesn't so they override it.
Boghog
@boghogstg.bsky.social
I'm a gamedev (he/him) Working on ARMED DECOBOT | Mechanical Star Astra. Game designer for Gunvein I also have a game design blog/patreon & make vids : https://www.patreon.com/c/Boghogooo https://www.youtube.com/@boghogSTG
Ur playing a shmup and theres a symmetrical pattern or a long streaming section, do you tend to want to start these patterns from the left or right side? Follow up : is your vision the same in both eyes or is one of them worse than the other? Noticing a bit of correlation
There are a lot of action indie devs who also want players to care about their worlds and stories but struggle to do it in an action context. I think they ought to rethink how they approach action - most action games dont put emphasis on terrain, observation & spatial awareness
Everyone should play Lurruna's EX mode btw, it massively ramps up enemy counts, respawning enemies, enemy speeds & boss attacks making the game truly feel like a run n gun Can unlock it if you hold left + press charge bomb, then by holding charge bomb in the main menu
Anyone dabbling in games crit has to watch game design talks about games they crit to remind themselves how detached player perception is from the actual development. Devs will regularly directly admit things that players will spent hours upon hours arguing against when critics point it out
Heyo, if you bought and finished Lurruna, can you leave a review? We're 3 reviews away from the first visibility threshold on Steam (reviews from players with review codes don't count toward this number unfortunately) store.steampowered.com/app/4315900/...
LURRUNA - The Island of Towering Automatons on Steam
It's the GRAVITY-BOUND BOMBER!!! LURRUNA is an homage to CLASSICVANIA gameplay. Pelt bombs, beat baddies and cross chasms in a mysterious island adventure.
store.steampowered.com
One of the many consequences of ppl not having a proper mental timeline of arcade games is that they miss the fact that arcades had a sort of "retro revival" wave of their own in the 90s via stuff like Namco's Arrangement games, Gradius 4, etc. similar to what we got with Megaman 9
Been getting this type of stuff done, hopefully between all the character moveset demos I won't have to make much of a beat em up fundies tutorial
Deleted the qrt thread cuz the author disabled qrts so I wanna respect that
It's a longterm project so it'll take a while to *truly* bear fruit but I gotta say I've been really enjoying designing flatter difficulty curves a lot. It's really making me rethink everything from how varied challenges are justified to the entire game structure itself
The OST for Viral Reload EX is out right now! If you haven't played the game yet its $9.99 on Switch and Steam! #shmup #bullethell #gaming #indiegames #indiegame #pcgaming #arcade #games #nintendoswitch #gamedev #viralreloadex
LURRUNA is OUT NOW!!! ($9.99 USD) Play as Dafne in an explosive remix of arcade and Classicvania mechanics! Itch (includes Steam key) - pd-cgt.itch.io/lurruna Steam - store.steampowered.com/app/4315900/...
One of the most consistently damaging thought patterns among players is treating skill level as static and games as exams rather than something more like instruments. You walk in with whatever skills you had, you get tested & graded and you walk out. It leads to *a lot* of negative trends
New Truxton has metaprog for unlocking the highest scoring multiplier.
Gamers will be like "play the ACTUAL GAME not the main campaign" and point you to a shitty side mode that was made in an hour on lunch break or a random cheevo
IMO this thinking is from people being so diseased by fandom brain that they want everything they love to keep making new things forever and if anything flops it'll mean no more new things, so they've all become armchair shareholders to ensure the continued success of Brand™. Nothing can just end.
Sometimes you turn your game's hitbox viewer on & discover a stray hitbox roaming your levels
Games are contracts between the player & dev. Therefore they need explicit written rules that exist somewhere in the game itself, ones that are very clear to the party signing the contract and can be definitively used to settle disputes
Something that took me way too long to internalize (even if I "knew it" technically) is that moving away from a more functional approach to game aesthetics and moving towards stuff thats more expressive/has more personality doesnt mean you need to do any storytelling/writing what so ever
I have to admit that this looked a lot cooler in my head However it's so stupid that I'm keeping it