Errant Works
@errantworks.bsky.social
41 followers 23 following 20 posts
Straying, coding, game crafting. Check out our latest game: https://errant-works.itch.io/chessbumping
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Very sorry about that :( Thank you for the description of the problem, we'll look into it.
Glad it sparks your interest!
It has been a pleasure and liberating experience to work on a cool concept that is neither a big project nor a game jam thing.
Shoutouts to @camillecee.bsky.social, @msvk.bsky.social, and @vinz120.bsky.social for their time and input! Thanks a lot <3
The concept was to build a tightly-scoped turn-based strategy kick centered on small grids, an even smaller number of units, and a reactive system centered on a single action: pushing other pieces around. It's all about the chain reactions!
It doesn't matter if you know your chess rules or not: this is a chaotic, knockout-style version of chess in which you BUMP other pieces to PUSH them out of the board!
a cat is playing a game of chess on a checkered board
ALT: a cat is playing a game of chess on a checkered board
media.tenor.com
New game’s OUT! It’s called Chessbumping, it’s kinda chess, but with a twist!
Please give it a try, it’s playable in your browser (yes, including mobile).
errant-works.itch.io/chessbumping
#indiedev #godot
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🇬🇧🕷️ At Spiders, layoffs as a thank you for a job well done ⤵️⤵️
www.stjv.fr/en/2025/08/a...
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We’ve sent our chess bumping game to a couple of people the last few days. Don’t know if we can call it a proper playtest, but the important thing is that we got feedback! #indiedev #godot
It is, really helpful in that instance. Thanks for the kind words!
After some dev stuff, the resulting bump chains went kind of crazy. It may be a little too much for the serious tactical value of the game, but it’s fun and it speeds up the game. So we’re going to try that.
Chessbumping is the name of the game and is going to be a free web game. Stay tuned!
Overall, “cool idea, but not chaotic enough” is what we gathered and one possible solution was to double down on the bumps and chains. We were already planning to add walls at some point, so we put the focus on increasing the bops!
We’ve sent our chess bumping game to a couple of people the last few days. Don’t know if we can call it a proper playtest, but the important thing is that we got feedback! #indiedev #godot
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#trans #visualnovels #sim #videogames #gamedev
Played "Living the Dream" by @camillecee.bsky.social
pehesse.itch.io/living-the-d...
​The twist cut me to the core. I'm trans and some of the experiences described in this game remind me of things I've been through on my own life.
🧵
Living the Dream by Camille, Errant Works
Experience the life of a fledling game developer as you build the game of your dreams.
pehesse.itch.io
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As a follow-up to Sybil's thread, for this Mighty Magical Sunday I'll go into (slightly) more detail on UI, especially regarding the bubble mode selection!
Rejoice, it's ✨ Mighty Magical Sunday✨

I hope you're keeping track because sometimes I get lost (several of us are chiming in with what we're doing on the game every Sunday!!)

Here's another design thread, this time diving a little bit more into our depiction of mental energy~~

#indiedev #gamedev
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Rejoice, it's ✨ Mighty Magical Sunday✨

I hope you're keeping track because sometimes I get lost (several of us are chiming in with what we're doing on the game every Sunday!!)

Here's another design thread, this time diving a little bit more into our depiction of mental energy~~

#indiedev #gamedev
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It's Mighty Magical (Musical) Sunday so here we go! One of the many cool things about audio approach in Mighty Magical Sparrows is character themes - I love the Tokimeki Memorial / Ace Attorney approach, so we're taking some of that vibe into MMS. This is Alys' theme, please enjoy!✨
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Mighty Magical... Sunday?

Today, let's talk about game design that depicts autism, social survival tools, routines, and breaking them~~✨

Another thread about our indie video game undergoing development, Mighty Magical Sparrows!

#gamedev #indiedev
Heeey, it's Mighty Magical Sunday!
Sybil here, in charge of design and writing and general metaphoric coherence of the nifty little thing we're working on.

So today let's show a little bit of our highly technological ✨PROTOTYPING PROCESS✨

Pictured: technological prowess, first iteration
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Heeey, it's Mighty Magical Sunday!
Sybil here, in charge of design and writing and general metaphoric coherence of the nifty little thing we're working on.

So today let's show a little bit of our highly technological ✨PROTOTYPING PROCESS✨

Pictured: technological prowess, first iteration
So yeah, the Carmelina Script is an important tool for MMS; it controls the different aspects of the game and put them together to tell a story. But obviously, this is not the only thing there is. So, see you next week for a different subject!
Setting when, where, and how dialogs and characters are displayed, managing text effects, setting different visual and audio effects, controlling and checking story flags, altering the player's resources, launching scene transitions, activating the town map, starting fights, enabling encounters, ...
Overall, the script is written in big flat text files containing events. Every piece of scene and dialogue is an event. Events are uniquely identified and branch to each other, building the narrative flow. And besides containing the actual written content, events are responsible for a lot of stuff:
For this Mighty Magical Sunday, we're gonna continue where we left off and talk about our script engine proper. At least in its current form, because as we saw last week, flexibility was a goal and the script syntax changed throughout the conceptualisation and prototyping of Mighty Magical Sparrows.
It's Mighty Magical Sunday and this week we’re gonna talk tech stuff! So... which engine? Construct 3! Done, see you next week! Wait, no, let’s elaborate. The question came up back when we started working on Living the Dream, the game that would lay some of the technical foundation for MMS.
I think we made a good choice; while I worked on the core of the script engine for LtD, Camille worked on everything else. And we mostly kept that methodology when we started to beef up the system’s capabilities for MMS.

That’s some true happy ending right there for your Sunday. See you next week!