chrisgamedev.bsky.social
@chrisgamedev.bsky.social
Indie solo dev making games.
Made "Planetary Exploration Company" an action rogue-like management sim.
🔗Steam page: http://bit.ly/PEC_Steam
I painted this too, its a re-interpretration of a magic card. #illustration #card #fantasy
August 19, 2025 at 12:09 PM
I never shared this here. I can paint digitaly too.
August 19, 2025 at 12:08 PM
August 1, 2025 at 4:28 PM
I'm happy to announce I released the demo for...

Warrior's Loop: 3D Deckbuilder Autobattler, where you Build maps and Fuse Cards, Inspired by Loop Hero!

Play it free here: chrisibarra.itch.io/warriors-loop

#indiegames #indiegamedev #pixelart #lowpoly #roguelite
July 30, 2025 at 9:27 PM
Spoiler alert! this is the final boss for my game, it appears when the "boss bar/meter" is filled by constructing buildings, just like in "Loop hero".

Made with @crocotile3d.bsky.social
#lowpoly #pixelart #indiegames
May 23, 2025 at 9:53 PM
Look at this horrible creature I did for my game, where did it come from?

#indiegamedev
May 23, 2025 at 12:05 AM
This is how the looked without colors:
May 8, 2025 at 10:14 PM
This is how my cards look with colors added to the important words. Its for my "Loop Hero" inspired game. #indiegamedev
May 8, 2025 at 10:13 PM
The past few weeks have been very difficult and frustrating, probably because I'm not a great software arquitect, but today I made the combo system work with different effect and card switching places, which is a fundamental mechanic of the game.
Now you can create card combos.
April 2, 2025 at 1:33 PM
My new combo system seems to be working, I just need to do more tests.

Now, when an item does not have an activation event, you can still use it if another card activates it using a combo component.
March 25, 2025 at 9:24 PM
This is how you can design your own cards in my "Loop hero" inspired game.

Here you can see how a sword is fusioned with sleep effects, and a combo component.

#indiegames
March 22, 2025 at 12:09 AM
This is how they component cards look, just drag and drop on top to an item card, like the Sword to the left, to add its effects to it.

These effects cards are random, taken from a pool of effects with varying rarity.

#indiegame #indiegamedev
March 11, 2025 at 10:57 PM
The image shows what things you can add to an item card.
An item card has effect that get activated after an event if the condition is met, and when that happens you can combine it with other cards that also have extra effects if the condition is met.
March 4, 2025 at 1:03 PM
I just released a new version of my branching tooltips system for Unity: "Tooltips Tree".
I added support for canvas render mode: "Screen Space Overlay". 👇
🔗https://assetstore.unity.com/packages/templates/systems/tooltips-tree-branching-tooltips-system-297098

#gamedev #indiegamedev #unity3d #unity
January 29, 2025 at 9:15 PM
My Visual Console asset is available in Unity's asset store!.

Visualize debug logs in a new way: horizontal nestable logs to enhance your productivity.👇

assetstore.unity.com/packages/too...

#gamedevelopers #indiedev #developer
January 23, 2025 at 1:26 PM
My Visual Console asset is available in Unity's asset store!.

Visualize debug logs in a new way: horizontal nestable logs to enhance your productivity.👇

🔗https://assetstore.unity.com/packages/tools/utilities/visual-console-nestable-horizontal-debug-logs-305050

#unity #indiegamedev #gamedev
January 23, 2025 at 1:13 PM
So, recently I was trying to make my branching tooltip system compatible with UI toolkit, but that system still has a lot of things missing compared to TMPro, so I cancelled that for the moment, I need to wait until Unity decides to update how it treats rich text on UI toolkit.
December 26, 2024 at 8:59 PM
I created my branching tooltips system to avoid a common of deck building games where they show ALL the characteristics of a card at the same time, filling half the screen with all types of information.
My branching tooltip system reduces all that, but... #gamedev
December 20, 2024 at 11:32 PM
Today I begun trying to make my branching tooltip system compatible with Unity's UI Toolkit, since it was originaly designed to work with TextMeshPro.
December 20, 2024 at 11:03 PM
I'm happy to announce that I've fixed all bugs and finished all the main features I had planned for my newest Unity Asset store tool: Visual Console, I'm now on the store queue waiting approval, I hope to have it ready for the end of next week...

#indiegamedev #gamedev #unity
December 19, 2024 at 9:04 PM
I got the hiding feature working, now you can hide all nested logs no matter where they are. Its a feature of my Visual Console Unity asset where you can see debug logs horizontallly and nested.
#gamedev #indiegamedev
December 19, 2024 at 6:50 PM
Now I'm working on making nesting logs hide the nested logs if double clicked.
December 17, 2024 at 10:41 PM
I just uploaded my Visual Console asset, now I await approval.
This is the short description: Visualize your debug logs side by side or nested for clear scope visibility. Helps you isolate bugs and increases your productivity.
#gamedev #indiegamedev #Unity
December 17, 2024 at 1:18 PM
I finally got it working, my debugging tool: visual console for Unity. It lets you visualize nesting and scoping relationships much easier. #gamedev #indiegamedev
December 16, 2024 at 6:56 PM
I'm happy no announce that the main functions of my newest debug tool are finished, now I have to polish it to make it more usable.
Its a tool to make debug logs appear horizontally and to better visualize scope or nesting, the start and end of events, etc.
#gamedev #indiegamedev
December 11, 2024 at 1:00 PM