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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

Eugene, the solo developer behind Voidmaw , has spent three years crafting Katanaut , a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting.

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Obitus - Playtest 2 finished!

Indie DB

A multiplayer survival/fighting game influenced by the Hunger Games series.

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new Quake map: "Taught By Thirst" for Remix Jam

Radiator Blog

They are still key areas for gameplay with major fights. To honor the map's nonlinear multiplayer heritage, I try to support multiple nonlinear solutions since you can improvise different routes / tackle fights in different orders: Snipe the Spawns from the bridge, maybe with Lightning or Grenades (expensive) or with all your shotgun ammo.

Fighting 234
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new Quake map: "When There Were Wolves"

Radiator Blog

Basement, teach player about buttons and door types, via two 512x512 quarter-rooms and small player-initiated fights 2. Halls, introduce wood barricades and more complicated fights, via two 512x1024 half-rooms of 2 waves each 3. My art pass also needed to punctuate Taufner's progression. The blockout has 4 beats: 1.

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Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives”

PreMortem.Games

It’s used to both fight enemies and solve puzzles. Playtest early. I tried to make players wonder about life and its meaning – kind of like the Deus Ex games. Another unique point is the weapon. Finally, I tried to develop a unique, retro-futuristic style with a diegetic UI.”

Dev 104
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new Quake map: "Heart Like A Bird's Nest"

Radiator Blog

The arena has a little observation deck with a little floor hatch to drop down into the fight when the player's ready. Following a pattern from one of my previous maps "Daughter Drink This Water" , each arena gradually unlocks with neighboring arenas after the fight. I started by blocking out a small arena.

Co-op 130
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How do you go about setting time limits when relevant? Does someone just play through the section and set it? Playtesting? Do you put together some formula?

Ask a Game Dev

A long fight should feel like a protracted fight and the time limit should reflect that. A short fight should feel like a sudden burst with a lot of pressure to finish it quickly. After we set our estimate, we playtest it to see how it feels.