Giik
@giik.bsky.social
Professional pixel artist and programmer.
Creator of Settlemoon.
Programmer for Rivals of Aether (1).
Creator of Settlemoon.
Programmer for Rivals of Aether (1).
If there's a way you can force the player to change their tool to progress early on, that'll help. Maybe something like trapping them in a material their default tool can't dig out of. (and THEN you bring attention to the hotbar and tell them to swap tools.)
November 5, 2025 at 9:30 PM
If there's a way you can force the player to change their tool to progress early on, that'll help. Maybe something like trapping them in a material their default tool can't dig out of. (and THEN you bring attention to the hotbar and tell them to swap tools.)
The hotbar's contrast is low, so it can blend into the terrain pretty easily, especially if the player isn't looking up a lot.
The numbers similarly lack contrast and don't look like key prompts, just vague numbers. If there's keys for scrolling left/right, those should be displayed on the edges.
The numbers similarly lack contrast and don't look like key prompts, just vague numbers. If there's keys for scrolling left/right, those should be displayed on the edges.
November 5, 2025 at 9:28 PM
The hotbar's contrast is low, so it can blend into the terrain pretty easily, especially if the player isn't looking up a lot.
The numbers similarly lack contrast and don't look like key prompts, just vague numbers. If there's keys for scrolling left/right, those should be displayed on the edges.
The numbers similarly lack contrast and don't look like key prompts, just vague numbers. If there's keys for scrolling left/right, those should be displayed on the edges.
oh i recognize that layout in a nanosecond no fucking way
August 5, 2025 at 11:54 PM
oh i recognize that layout in a nanosecond no fucking way
Reposted by Giik
Saw this mod and inspired me to make a sprite sheet of my own.
July 5, 2025 at 8:04 PM
Saw this mod and inspired me to make a sprite sheet of my own.
You need to practice cutting things out, leaving things for post-release (if ever). You gotta make boring shit like keybind menus. You gotta put a number to the content you're making and then learn how to cut that in half.
June 23, 2025 at 5:33 PM
You need to practice cutting things out, leaving things for post-release (if ever). You gotta make boring shit like keybind menus. You gotta put a number to the content you're making and then learn how to cut that in half.
Good roguelike generation presents the player with questions (big and small) that they don't already know the answer to. Questions of positioning, item loadout, weapon choice, etc.
But it can also get homogenous. It can even make the repetition of the un-random objects (like upgrades) even worse.
But it can also get homogenous. It can even make the repetition of the un-random objects (like upgrades) even worse.
June 8, 2025 at 9:31 PM
Good roguelike generation presents the player with questions (big and small) that they don't already know the answer to. Questions of positioning, item loadout, weapon choice, etc.
But it can also get homogenous. It can even make the repetition of the un-random objects (like upgrades) even worse.
But it can also get homogenous. It can even make the repetition of the un-random objects (like upgrades) even worse.
EXACTLY! There's already examples of genres with removed mechanics. Sometimes they end up being so popular that they spawn an entirely new genre!
May 20, 2025 at 8:25 PM
EXACTLY! There's already examples of genres with removed mechanics. Sometimes they end up being so popular that they spawn an entirely new genre!
That sounds like something that would require careful planning to play! Maybe it'd give consumable items a time to shine...
May 12, 2025 at 4:17 PM
That sounds like something that would require careful planning to play! Maybe it'd give consumable items a time to shine...
A fighting game without an attack button. A racing game without steering. Tower defense without a line of enemies. A platformer without left/right buttons.
Do any of those sound like they could be interesting? Can you think of a game that already does this?
Do any of those sound like they could be interesting? Can you think of a game that already does this?
May 12, 2025 at 4:11 PM
A fighting game without an attack button. A racing game without steering. Tower defense without a line of enemies. A platformer without left/right buttons.
Do any of those sound like they could be interesting? Can you think of a game that already does this?
Do any of those sound like they could be interesting? Can you think of a game that already does this?