Giik

@giik.bsky.social

Professional pixel artist and programmer. Creator of Settlemoon. Programmer for Rivals of Aether (1).

It's kinda satire but I've repeatedly said the threshold whether a game project is real or not is whether it has a keybinds menu or not. If you got keybinds, it's real. Anyway i didn't have a keybinds menu in my latest project until today so now it's a real game. I've finally made it

it's real annoying when folks workin on graphical stuff push the fiction that a game's vanilla look isn't intentional. like "nobody worked on those assets they just kind of showed up in a game one day. they're a natural phenomenon and the gpu shader guys REALLY know how to do graphics" fuck that

Hemiparasitic flowers... Still not ready to properly reveal this project yet but I'm making great progress. I only work on it on the weekends, so I'm not in any rush.

This week's #screenshotsaturday comes a day early. Happy friday! One week from now, SAGE2025 starts... and Snoutbreakers will be there! Fight the first three opponents in the game's lightweight tournament plus a late-game extra for genre vets in the Snoutbreakers SAGE2025 demo on Sept 19th!

and 15 years later it turns out the setting of minecraft is just kind of there to support your adventures. there's a sort of charm to the deliberate lack of elaboration, y'know? it asks you a question with ruins and monsters, and lets you answer it with buildings and adventures. It's collaborative.

15 Years Ago in Minecraft@15yearsinminecraft.bsky.social · 12mo ago

Today, user Giik makes a thread on the Minecraft Forum about the lore of Minecraft's world. The solitude, monsters, lack of structures (except for dungeons), and basic tech is noted. A post-apocalyspe idea is proposed, and one user notes more structures in the future would support that. #minecraft

If you're looking for something to play this summer, my game Kitten Burst is on sale! It's an RPG/Racing game where you play as a flying cat named Hapi. It's got a full story with a cast of characters inspired by the early internet, Bullet Hell Bosses, and a massive OST!

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A lot of folk say that the hardest part of doing something is starting it. In gamedev it's the second hardest part. The hardest part of making a game is finishing it. Nobody really tells you this part since the tutorials are all about beginning it.

You kinda have to be careful with roguelike elements in your game. Randomizing things can lead to a lot of variety, sure, and players learn your game's complex systems faster. ...but it's not necessarily less tedious. It's easy to slip into making something RNG because you don't care about it.

For y'all aspiring game designers, try out this exercise: Take a genre you love and REMOVE one of its main mechanics. How do you make a cool game without it?