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breakingf.bsky.social
F
@breakingf.bsky.social
I make cool games
November 14, 2025 at 12:34 PM
Quick playtest round.
-Added size and animation scaling to prioritize bigger damage numbers.
-The game is holding up to 10 enemies without any FPS drops.

Also, not even close baby.

#indiedev #gamedev #indiegame
November 13, 2025 at 8:59 PM
First time making animated damage numbers. Is it normal to stare at animation curves for 3 hours? does it get better?

#indiedev #gamedev #indiegame
November 12, 2025 at 9:32 PM
New damage numbers! New skills!
Use the wave to push everything in front of you. You can also surf the wave for extra coolness.

#indiedev #gamedev #indiegame
November 11, 2025 at 9:08 PM
You can now upgrade bombs to inflict status effects, but they will deal less damage, have reduced push force, etc.

#indiedev #gamedev #indiegame
October 30, 2025 at 2:33 PM
What have I done...

#indiedev #gamedev #indiegame
October 23, 2025 at 5:58 PM
I began designing the skill trees with simple dashes and jumps, but somehow ended up with Yu-Gi-Oh-like abilities. I need to hide these behind a lengthy progression of unlockables. They hold too much power Yugi you must understand

#indiedev #gamedev #indiegame
October 22, 2025 at 8:33 PM
Enemies can now use the boost mechanic and tilt/maneuver just like the player. This leads to more complex behaviors and adds randomness to their object-avoidance code.

#indiedev #gamedev #indiegame
October 20, 2025 at 2:01 PM
Korean BBQ with the wife
October 17, 2025 at 1:45 PM
Refining the core combat interaction: the faster combatant in a clash deals damage, while the slower one receives it. If speeds are nearly identical, both take reduced damage. This encourages players to dodge often, save boost, and attack only at clear openings.

#indiedev #gamedev #indiegame
October 16, 2025 at 4:35 PM
Update:
STATUS EFFECTS!
-Skills can now access them as upgrades
-The status effects can be upgraded on is own
(like the damage/second on the poison, or the slowing on the freeze)

#indiedev #gamedev #indiegame
October 14, 2025 at 6:33 PM
ZzZzZzZz
October 12, 2025 at 8:01 AM
I'm creating variants for the same skill to fit different playstyles. These will be found alongside the common upgrades (damage, cooldown reduction...), but most of them must be unlocked first by reaching certain point thresholds throughout your playtime.

#indiedev #gamedev #indiegame
October 2, 2025 at 5:31 PM
This move is called...

THE JACK SPARROW GAMBIT

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September 26, 2025 at 12:46 PM
The new map is done! I'm currently testing the enemy response to all the random stuff on the ground. In low density configs, it's holding up.

#indiedev #gamedev #indiegame
September 25, 2025 at 3:56 PM
New map is on the way. I'm currently transforming tents and ship remains into ramps (somehow) to place on the center, and we're done!

#indiedev #gamedev #indiegame
September 23, 2025 at 12:44 PM
Enemy design is so fun. Even in a spinning top game, you can create personalities by grouping colors and abilities. At first I wanted them to be procedurally generated, but there's no way they could've ended up so polished without the human touch.
September 19, 2025 at 12:44 PM
When I moved from Twitter to Bluesky I brought my 2 typos per post with me purely for nostalgic reasons
September 19, 2025 at 12:33 PM
Stats are now color coded! The parts generates with tones matching the overall red/attack, green/dexterity or blue/defense themes. Also, new rare parts with higher stats. Super rare parts and additional effects in the future!

#indiedev #gamedev #indiegame
September 17, 2025 at 9:25 PM
The "Minimap" is done. Levels and connections are procedurally generated based on difficulty level. Decoration is pulled from a prefab pool and placed on the empty space around the nodes and roads.

#indiedev #gamedev #indiegame
September 10, 2025 at 8:23 PM
Mi mini-game is out! you can play it for free on Steam:

store.steampowered.com/app/3922040/...

#indiegame #indiegames #indiedev
September 4, 2025 at 7:03 PM
Summer look on a pale mf
July 21, 2025 at 6:17 PM
Gamepass will keep increasing prices and losing people, same as Netflix. And when they have to cut corners, they will prioritize live service/always online games that keep people coming each month and stop supporting small games that can't hook players for more than 6 hours.
July 18, 2025 at 1:59 PM
Finishing up the minigame, collision particles + boost particles.

#gamedevelopment #gamedev #indiegame #indiegames
June 17, 2025 at 1:27 PM
I turned the trigger acceleration input into a boost game mechanic. It has become the most effective way to break. Fully modular, skills can improves the duration, recharge rate... Plus, some VFX updates to visualize these changes. And a boost bar.

#indiegame #indiegames #gamedev
June 16, 2025 at 7:48 AM