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Super Exciting Announcement: #Steam page for my #noita-inspired multiplayer falling sand game is now LIVE at store.steampowered.com/app/3…
Trailer: slowrush.dev/signs-trailer
2 years making an engine - now the real work begins :)
#fallingsand #indiegame #indiegamedev #indiedev #gamedev
Signs of Danger will be at @PAXAus a week from now!
Come to booth 62 in "PAX Rising" area
#pax #paxaus #indiegame #roguelite
Cut up playtest footage from my #noita -like roguelite
Might be a little long, WDYT?
(I just have a hard time saying No to explosions)
#indiedev #gamedev #roguelite #roguelike
Testing out lightning rework in my game
Grenade has a modifier on it so it has a chance to emit lightning
The word "Signs" conducts electricity because it is made of metal
#gamedev #indiedev #sandbox #roguelite
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read the devlog about the lighting at slowrush.dev/news/light-and-…
but ONLY once you have wishlisted at store.steampowered.com/app/3…
Thank you for your attention and compliance with this important social contract 2/2
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I made a UI for my #noita -like and it was bad.
I made it slightly less bad.
That is worth some words!
#indiedev #gamedev #roguelite
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If you're in #Perth , come to Tokyo Alley on May 9th or 10th to playtest Signs of Danger in person!
real soldiers aren't afraid of bright pastel colours
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Ported my #noita -like from #macroquad to #SDL and #WGPU over the last 2 months
And multi-threaded the heck out of it too.
GIF-heavy devlog: slowrush.dev/news/porting-pe…
#indiedev #gamedev
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So my #noita -like is 100% deterministic (for multiplayer netcode)
Hacked up time travel as a debug tool: so awesome being able to replay backwards w/ full debug info and explore alternative timelines!
how about a "rewind 5 secs when you die" perk
#indiedev #gamedev #roguelite
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Reworked character controller on my #noita -like to run directly against the falling sand pixels
No kinematic bodies for movement -> 20% speed up!
Looking forward to spamming a bucket load of enemies now
#indiedev #gamedev #roguelite
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Added this "chaos mode" to my #noita -like roguelite for benchmarking the falling sand physics
60 times a second it spawns some material, triggers an explosive, spawns or kills an enemy, etc.
It's actually surprisingly fun? in slowmo
#gamedev #indiedev #fallingsand #roguelite
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Started out trying to solve a minor bug of players getting mixed up
Ended up making my own gamepad-compatible UI framework with animations and localization: slowrush.dev/news/uis-player…
Taffy-powered, iced-inspired: immediate API, retained UI under the hood
#gamedev #indiedev #rust
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New devlog exploring my equiv to #noita wandcrafting
With new playable web build - feedback welcome, hit me with your hard words!
slowrush.dev/news/signcrafti…
#indiedev #gamedev #roguelite #devlog
When you give a #noita player access to your game's version of wandcrafting, but you haven't actually balanced it yet
#gamedev #indiedev #roguelite
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My equiv of #noita 's wandcrafting is coming along
Signs can trigger other Signs - hopefully this tree is clearer to players than Noita's wand draw rules?
Force directed tree was too springy so trying out Reinhold-Tillford trees here instead!
#gamedev #indiedev #roguelite
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Prototyping a new take on my equiv of #noita 's wandcrafting
Instead of a linearish wand with insanely complicated draw rules for spells, maybe I directly show what Signs can trigger other Signs as a tree?
This tree is a bit too springy though!
#gamedev #indiedev #roguelite
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