Bad Guy Games
badguygames.bsky.social
Bad Guy Games
@badguygames.bsky.social
Part time solo indie game developer, OSR enthusiast, gamer, indie/synthwave/citypop music fan.

He/Him
Hey, my game is publicly playable now!

Check it out at kevincheese.itch.io/ehlessandrya...

If you do play it, please consider providing some feedback in this quick questionnaire - it would be a huge help.

docs.google.com/forms/d/e/1F...

#godot #rpg #indiegame #gdscript #osr
kevincheese.itch.io
November 5, 2025 at 5:49 PM
What style of on-boarding do you like in video games?

1️⃣ <a href="https://poll.blue/p/ONvvRb/1" class="hover:underline text-blue-600 dark:text-sky-400 no-card-link" target="_blank" rel="noopener" data-link="bsky">An in-depth tutorial
2️⃣ <a href="https://poll.blue/p/ONvvRb/2" class="hover:underline text-blue-600 dark:text-sky-400 no-card-link" target="_blank" rel="noopener" data-link="bsky">An in-game guide
3️⃣ <a href="https://poll.blue/p/ONvvRb/3" class="hover:underline text-blue-600 dark:text-sky-400 no-card-link" target="_blank" rel="noopener" data-link="bsky">Tooltips (mouse over)
4️⃣ <a href="https://poll.blue/p/ONvvRb/4" class="hover:underline text-blue-600 dark:text-sky-400 no-card-link" target="_blank" rel="noopener" data-link="bsky">Toss me in, sink or swim

📊 Show results
November 4, 2025 at 5:07 PM
Another video!

This is a significant change - instead of a huge region with a hexmap, I've pulled back to a single, local area adventure. I'm hoping to have both at some point, but I need to keep reducing scope or I'll never get to a finished, playable game.

#godot #rpg #indiedev #gdscript
September 14, 2025 at 6:57 PM
Woah, a video!

I rebuilt the combat system recently - it's currently set up to auto-fight, melee only. In the dark of a dungeon, it's a quick, violent scramble to kill your opponent before they kill you.

#godot #rpg #indiedev
August 28, 2025 at 11:36 PM
Part time development is a slow process. I need to keep reminding myself that even though I don't have flashy new features to show off, that progress is being made nevertheless.

Here's a screenshot of my current dungeon view, which is the main gameplay focus!

#godot #gamedev #indiedev
July 25, 2025 at 9:47 PM
I need to just stop looking at the Godot subreddit. 1/4 of the posts are basic programming questions that get asked every day, and the urge to just scream "TAKE A PROGRAMMING CLASS" is overwhelming.

I like helping out when I know the answer, but holy crap. Do the minimum first to learn!

#godot
July 7, 2025 at 1:04 PM
There's really nothing like reworking a system due to a problem, and then reworking it again, and still having problems, and then doing research that suggests the way it was set up in the first place is the most likely to work.
a man with a beard is standing in front of a microphone scratching his head
ALT: a man with a beard is standing in front of a microphone scratching his head
media.tenor.com
June 1, 2025 at 12:21 PM
I just added a feedback form that submits to a google form, implementation took under an hour (and half of that time was realizing I needed a HTTPRequest node in the tree.)

Shoutout to DangRascals for the how-to on Reddit!

www.reddit.com/r/godot/comm...

#godot #gdscript #indiedev
May 29, 2025 at 1:33 PM
#godot #gdscript

This week in "I shot myself in the foot years ago and never noticed", I finally accepted that save/load from a resource file needed to go. This seemed like a great solution a few years ago when I set it up - stronger typing than json, and it can include a mix of delta save data
May 11, 2025 at 4:20 PM
#godot #rpg #gamedev

In the pursuit of a quality procedurally generated fantasy world, I've gone back and forth many times on the level of granularity I wanted to work at.

It currently looks like this:

Handcrafted hex map -> Location templates, dungeon templates, hex type, factions/control
April 27, 2025 at 4:53 PM
Oh boy.

2 years into part time work on this game, and I've realized the resolution is too small for the art style I want to use. This is going to be a painful transition!

I wonder if it's worth just scaling everything up to 1080p and retaining the same layouts would be easier?

#godot #gdscript
April 2, 2025 at 1:57 AM
Hey, I made a game jam game for Brackeys 2025.1 with a couple friends!

I did primary programming. It was fun, although fitting enough time into a full-time work schedule was tough.

imacquarrie.itch.io/deathtrap-22

#gamejam #godot #gdscript #brackeys
Deathtrap-22 by IAIN MACQUARRIE, kevincheese
Escape the killer robots by building a deathtrap! Just don't let it kill you!
imacquarrie.itch.io
February 28, 2025 at 5:31 PM
Working towards a vertical slice for playtesting!

#godot #godotengine #gamedev #screenshotsaturday #rpg #indiegames
January 19, 2025 at 2:41 AM
Making some dev tools!

Godot's resources are flexible data structures, but the default gui can be pretty tedious to work with, especially for adding sub-resources.

Here's my in-progress world and dungeon map editors, to make the initial setup a breeze.

#godot #gdscript #rpg #indiegame
January 13, 2025 at 3:17 PM
Starting to put together some copy for a future steam page! Name is still a TBD, but this should help shine a little light on what this project should look like at a high level.

_________ is a fantasy life simulator, where you will lead a party of intrepid treasure hunters...
January 2, 2025 at 4:51 PM
A huge part of the solo gamedev journey is discovering just what you 𝘤𝘢𝘯 accomplish.

Reduce scope, cut content. And then do it again, and again, until you have something you can actually complete.

I'm hopefully getting close to that last point, finally, after 10+ years.

#godot #gamedev
December 21, 2024 at 2:45 PM
Got delayed by COVID!

Finally working on mob code I've been procrastinating on.

Mobs can move around in groups, and might not be aggressive to the player, depending on player actions.

This leads to a lot of edge-case behaviors that need to be considered.
December 16, 2024 at 4:39 PM
What did YOU get done this past holiday weekend?

I did:

Various gui QOL fixes
Dungeon chests/items on floor
Better button/interactable text highlighting
In-dungeon save/load
Better dungeon door interaction
Finalized a major project file reorganization

#gdscript #solodev #godot
December 4, 2024 at 2:29 AM
Do you ever look at some code you wrote, and think to yourself, "what the fuck is this?" 😐
November 27, 2024 at 4:14 PM
Variable names.

Do you like them verbose, or minimalist? I like both, depending on context.

Globally accessible? Darn right I want to see array_of_super_special_items.

But small, local variables are always a, b, c, etc and you can't convince me to change my ways!

Also: snakecase > all

#gdscript
November 24, 2024 at 8:26 PM
It's hard to *never* use hard references in Godot, but the use cases for avoiding them are endless.

For example, restructuring your folder structure to make a more sensible work flow. Hard references or manual paths will break, and maybe not in obvious ways.

What fun. 🤕

#godot #gdscript
November 15, 2024 at 7:35 PM
One of the goals of the design here is to allow players to play how they want, to some degree.

OSR games aren't balanced, and that's inspiring. The game will give hints to the player in the form of enemy behavior, etc. And they'll learn what's too hard for their team, the hard way.
November 11, 2024 at 8:00 PM
Go vote!
November 5, 2024 at 12:46 PM
But the focus remains the same it has since I started this line of projects back in... 2019, I think. Dungeon crawling, in all the gritty, grimy glory of early D&D and computer rpgs.
November 2, 2024 at 12:54 AM
The game is looking pretty similar to the layouts I made, although it's hard to tell yet if it will be fun. It's very systems-driven, and hard to do anything until a lot of those underlying systems are already in place, unfortunately.
November 2, 2024 at 12:52 AM