Those entries contain blog articles I wrote. They contains more content and are more detailed than journal entries.

Devlog: Underwater and Merchant

Devlog: Underwater and Merchant
Been hard at work the last few weeks! I’ve started to design the 4th level, and some passages will be underwater. Like Labyrinth of Galleria or Operancia, you will have limited oxygen to explore those areas. I’ve worked a full day on the transition from air to water, and it got some positive response online so I’m happy about this. Underwater There should have been a video here but your browser does not seem to support it.
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Devlog; Dead City

Devlog; Dead City
I always feel like time is flying. When you’re a kid, it’s a sign you have a lot of fun, when you’re an adult, it’s a sign you’re behind your deadlines. So which is it? After releasing Duat, I realized that Goblin Dungeon needed some refactoring, so I made it so you could launch battles independently of the game for faster playtesting. This is nice and you can even play as monsters now.
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I released a game: Duat

I released a game: Duat
Last year, I participated in the dungeon crawler game jam and submitted Cosmic Delusion. If you follow this blog, I talked about it here. This was a nice experience and contributed to making me want to develop video games. The 2024 edition of this just finished, and I am proud to present you with Duat. We made this with the team of last year, which shows nicely our individual progressions.
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Devlog; To the Moon

Devlog; To the Moon
Things are progressing at a steady pace, in a bit every direction, as usual. The aim is to have the Steam Page in May at worst and a public Demo in June at worst (for the Next Fest). Resolving performance issues During playtests, it has come to my attention that the game performed poorly with bad computers or graphic cards that don’t mix well with Vulkan, Godot’s forward rendering engine.
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Devlog; So I’ve been playtesting

So I’ve been playtesting I’ve spent the last few weeks sending my game to people and get feedback. Getting feedback and knowing weither or not to act on it is very difficult and I’m still learning. With this game, I got inspired by board games I like, where dice building matter and manipulating dice is important. Troyes, Roll for the Galaxy, or even Quarriors. Unfortunately, the first version of my game didn’t have that.
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