Category: GameDev
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Dual-rotting got sharper in Death Automation: dead humans now decay on a tighter 2-day window with carry-over decay into bodies, so late harvests actually hurt. Also shipped a building art + UI readability pass. #indiedev #gamedev #idlegame #incrementalgame #godot
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UI and balance pass: clearer 1x/10x/100x building costs, cleaner click behavior, and retuned Death Worker Shed upgrades for steadier pacing.
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# Manual Click Split, Buy Modes, and a Shortcut Overlay I wanted manual play to feel less mushy. So I split the click actions: left click extracts souls, right click processes dead humans into bodies. I added a placeholder conversion effect so you get immediate feedback, and I wired keyboard…
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Last update gave the simulation pressure and teeth. This pass was about making decisions faster: one Systems view, clearer selection states, and tighter upgrade UI so balancing is easier to read and tune.
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We improved the TunnelLogic How To Play experience with a larger tutorial overlay, animated mistake-to-solution guidance, and cleaner visual cues.
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A few days ago I said the project finally had a pulse. That is still true. But now it also has pressure, better instrumentation, and enough sharp edges that balancing decisions actually matter. The short version: I spent this pass making the simulation harder to misunderstand. What Changed Since The…
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The project finally feels like it has a pulse. What started as me getting lost in Godot project structure has turned into a living little death machine: time advances in ticks, people age through the simulation, and the first real wave of deaths now collides with worker limits. When capacity…
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Thought a bit more about the resource loop core loop sketch: population → bodies → souls → karma → rebirth → population basically resource loop but everyone is dying;) and coming back.
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Hey, do you also forget to take screenshots during development? Then when you want to post on social media, you do not have the right screenshot from the moment you actually needed. That is exactly what kept happening to me. So I quickly spun up a small macOS menubar app:…