It’s a strange and fulfilling feeling being able to complete a playthrough of my game. I landed somewhere close to 12 hours, which I think is a good length for the size of the game. Plus, it will probably take longer for others since I do have the advantage of knowing the game back toContinueContinue reading “Instrument Quality”
Category Archives: Uncategorized
Weapon Lullabies
Not a very crazy week. Well, a little crazy since I decided I wanted each weapon to have an even more distinct identity. I felt that the choice between weapons didn’t have enough impact, then I thought about what made weapons special or unique in other games (particularly games in the same genre). In EldenContinueContinue reading “Weapon Lullabies”
Positive feedback!
Playtests are great! I could play my game 100 times and find 5 bugs. One play tester could play once and find 10! So far the feedback I’ve gotten has been positive and the suggestions are extremely helpful. This also means I know I’m on the right track. There was a lot I improved inContinueContinue reading “Positive feedback!”
Piece by piece
Another relatively productive week leading up to the playtest. So far in my experience, game dev has been a combination of wildly unobstructed progress and fixing obstructions I have made for myself in the past. (Though a lot of days feel like this) Now that I’ve finished most of the game’s “meat,” I can focusContinueContinue reading “Piece by piece”
Playtest signups are open!
The dates for the limited playtest are May 2-10! Signup should be open on the Steam page: https://store.steampowered.com/app/3294440/Memoirium/ My goal for this playtest is to get early feedback on how the game feels. I want to see if there are any common issues and suggestions. Besides that, I am open to whatever this playtest willContinueContinue reading “Playtest signups are open!”
Limited playtest soon!
I’ve been gone for a bit, but now I’m back at it! There’s not much in gamedev that feels better than knocking out items in a to-do list. The next big priority on the to-do list is to start the limited playtest. I am hoping to start it by next week, depending on how fastContinueContinue reading “Limited playtest soon!”
The typical soulslike is a turn-based game
When developing the combat for my game I wanted to understand and pick apart what made the combat in Souls games so fun and special. Looking at it from a design perspective I slowly came to realize the Stamina bar that is present in all of their Soulsborne games can be seen as the amountContinueContinue reading “The typical soulslike is a turn-based game”
All games are puzzles
I spent this week adding some more spells, weapons, and “new” enemies. You may notice, dear reader, that I put new in quotation marks because these new enemies either have previous boss’ movesets or a mix of other enemies’ movesets. In one case, I simply changed what an enemy throws, but that already largely changesContinueContinue reading “All games are puzzles”
Dream game is a dream come true
I’d love to talk about what I was working on this week, but I would rather keep it a secret. A great part of any game is the surprises! Since I’m chipping away at the final parts of the whole adventure, I wanted there to be so much more for the player to do andContinueContinue reading “Dream game is a dream come true”
Paper to PC, from DM to Gamedev.
I want to briefly talk about how I didn’t realize I was a game designer long before I became a game developer. Ever since I was a wee child, like many geeky kids, I loved to play pen-and-paper games with my friends and family. However, instead of following any rulebooks, my family enjoyed making gamesContinueContinue reading “Paper to PC, from DM to Gamedev.”