CabalCrow
@cabalcrow.bsky.social
indie game dev; theoretical physics PhD student
Currently making a fighting game.
Worked on trailers for @ultrakill-game.bsky.social
DevLogs at: https://blog.crowsneststudio.org/
Currently making a fighting game.
Worked on trailers for @ultrakill-game.bsky.social
DevLogs at: https://blog.crowsneststudio.org/
comparison old doom fitted the bfg well by having ammo constraints, so it was a limited resource you had to apply to the right encounter, rather than a skip fight button as it is in nudoom. I wonder if something similar can be applied to the ziplines.
October 15, 2025 at 9:23 AM
comparison old doom fitted the bfg well by having ammo constraints, so it was a limited resource you had to apply to the right encounter, rather than a skip fight button as it is in nudoom. I wonder if something similar can be applied to the ziplines.
> It's very satisfying to set them up, but once you do there's no longer any interaction with the terrain.
I see this as an issue with a lot of games, you have something that is cool to use, but ends up making a big part of the game reduntant. Something like the nudoom bfg comes to mind. In ...
I see this as an issue with a lot of games, you have something that is cool to use, but ends up making a big part of the game reduntant. Something like the nudoom bfg comes to mind. In ...
October 15, 2025 at 9:23 AM
> It's very satisfying to set them up, but once you do there's no longer any interaction with the terrain.
I see this as an issue with a lot of games, you have something that is cool to use, but ends up making a big part of the game reduntant. Something like the nudoom bfg comes to mind. In ...
I see this as an issue with a lot of games, you have something that is cool to use, but ends up making a big part of the game reduntant. Something like the nudoom bfg comes to mind. In ...
I think they are telegraphing a bomb drop, but I can't be sure...
October 12, 2025 at 9:48 AM
I think they are telegraphing a bomb drop, but I can't be sure...
I relate so much - I'm so glad there are mental people like me who keep making insanly difficult games.
October 11, 2025 at 7:21 PM
I relate so much - I'm so glad there are mental people like me who keep making insanly difficult games.
algorithms is that SBTF does not change the direction of the drunkard on every step, and instead roll an additional time if a direction of change should occur. This creates much more tunnelly maps instead. Here the code where I found the algo if you are interested: github.com/johnoponno/n...
October 6, 2025 at 12:54 PM
algorithms is that SBTF does not change the direction of the drunkard on every step, and instead roll an additional time if a direction of change should occur. This creates much more tunnelly maps instead. Here the code where I found the algo if you are interested: github.com/johnoponno/n...
It does look pretty cool - it has charm.
October 4, 2025 at 5:25 PM
It does look pretty cool - it has charm.
Oh I'm currently just going through a lot of different algorithms for generation. Currently I'm planning a mixed approach, where different parts of the world use different algos, so the players can eventually learn by feel where they are in the world as they play through the game.
October 2, 2025 at 8:16 AM
Oh I'm currently just going through a lot of different algorithms for generation. Currently I'm planning a mixed approach, where different parts of the world use different algos, so the players can eventually learn by feel where they are in the world as they play through the game.
I'm honestly not against iframes in general. I think most games abuse iframes, but it is not a mechanic that is bad by default - it is just that usually it is an indicator that you have nothing else in your defense system.
September 29, 2025 at 8:46 AM
I'm honestly not against iframes in general. I think most games abuse iframes, but it is not a mechanic that is bad by default - it is just that usually it is an indicator that you have nothing else in your defense system.
session for example, where you force the player into an intro section where they have to win vs the phase they lost to last time.
September 24, 2025 at 5:33 PM
session for example, where you force the player into an intro section where they have to win vs the phase they lost to last time.