Daan | New To Narrative
@turbohermit.bsky.social
3.4K followers 630 following 1.8K posts
Ex-technical artist lost in Paris, now creates narrative design resources and indie games! Working on a roguelike deckbuilder: https://store.steampowered.com/app/3540660/Bibidi_Bibidi/ YouTube https://www.youtube.com/@NewToNarrative #indiedev
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turbohermit.bsky.social
The new content update is live!
🃏 20+ Cards added with new magical effects
👹 Novel encounters and monsters
🔥 Visual effects when casting spells!

Play now: store.steampowered.c...

#deckbuilder #roguelike #bibidi #indiegame
Reposted by Daan | New To Narrative
turbohermit.bsky.social
It's quite puzzly and at the end of an encounter, your brain can get quite overloaded. We think jumping into a map with so many macro choices right away won't give you the rest that you need to prepare for the next encounter. So it's a pacing thing really...
6/9
Reposted by Daan | New To Narrative
turbohermit.bsky.social
But then why DON'T we use it? One reason is mental load. Combat in Bibidi Bibidi is quite cerebral. Each card has multiple effects, and there's a tradeoff with picking one. Then there's multiple cards you need for a single spell. And picking the right monster to target.
5/9
Reposted by Daan | New To Narrative
turbohermit.bsky.social
Secondly, there's still room to change plans at certain intersections. If you're doing great, you can nudge your route to a path with more risk, if you're doing bad you can try to hit an easier route. You constantly juggle these micro and macro decisions inbetween encounters.
4/9
Reposted by Daan | New To Narrative
turbohermit.bsky.social
First off, you can balance risk and reward. From the get-go, you can decide to take a path with a lot of events, shops and rest sites to mitigate your health attrition. Conversely, you can pick a path with a bunch of elite encounters to maximize your rewards.
3/9
Reposted by Daan | New To Narrative
turbohermit.bsky.social
So the map with routes has a lot going for it. Slay the Spire, to this day, is still the golden standard of the #roguelike #deckbuilder genre, and they had this kind of map. But what's so good about it?
2/9
Reposted by Daan | New To Narrative
turbohermit.bsky.social
For this #screenshotsaturday, we'd love to share some progress and design insight on encounter selection for Bibidi Bibidi! Instead of the classic map with routes that we've come to expect from roguelike deckbuilders we opt for something else...

#indiedev #indiegame #gamedev
1/9
turbohermit.bsky.social
So instead, we opt for a handful of options in the form of doors. Each door has an ominous name and a scary design, to try to evoke a sense of mystery of what's behind them. Hopefully, you keep on guessing what's behind them but don't lose that sense of forward momentum.
8/9
turbohermit.bsky.social
Another reason is immersion. We want to give you the feeling you're exploring a dungeon, and you're able to get lost. Having a whole map of the dungeon and seeing where you're at feels antithetical to that dungeon-crawling theme.
7/9
turbohermit.bsky.social
It's quite puzzly and at the end of an encounter, your brain can get quite overloaded. We think jumping into a map with so many macro choices right away won't give you the rest that you need to prepare for the next encounter. So it's a pacing thing really...
6/9
turbohermit.bsky.social
But then why DON'T we use it? One reason is mental load. Combat in Bibidi Bibidi is quite cerebral. Each card has multiple effects, and there's a tradeoff with picking one. Then there's multiple cards you need for a single spell. And picking the right monster to target.
5/9
turbohermit.bsky.social
Secondly, there's still room to change plans at certain intersections. If you're doing great, you can nudge your route to a path with more risk, if you're doing bad you can try to hit an easier route. You constantly juggle these micro and macro decisions inbetween encounters.
4/9
turbohermit.bsky.social
First off, you can balance risk and reward. From the get-go, you can decide to take a path with a lot of events, shops and rest sites to mitigate your health attrition. Conversely, you can pick a path with a bunch of elite encounters to maximize your rewards.
3/9
turbohermit.bsky.social
So the map with routes has a lot going for it. Slay the Spire, to this day, is still the golden standard of the #roguelike #deckbuilder genre, and they had this kind of map. But what's so good about it?
2/9
turbohermit.bsky.social
For this #screenshotsaturday, we'd love to share some progress and design insight on encounter selection for Bibidi Bibidi! Instead of the classic map with routes that we've come to expect from roguelike deckbuilders we opt for something else...

#indiedev #indiegame #gamedev
1/9
turbohermit.bsky.social
Thanks so much for playing Glen! Any feedback you might have is much appreciated
Reposted by Daan | New To Narrative
spritewrench.com
Sooooooooo .............

I've played this and it feels very fun.
Love the art direction and the spell casting feels like a game designers rabbit hole that I'm gonna get lost in.

Also I love that my goofy wizard says the words as I cast:
"Bibbi Bobbidy Nada!"
turbohermit.bsky.social
New School of Wizardry dropped: cruelty free debuffs
turbohermit.bsky.social
Thanks and kind of agreed yeah!