This section contains my programming musings.
Reviews
Devlog; Goodbye Dead City
Dice’n Goblins is still advancing steadily. This month, I’ve received the help of my partner Seto, and a bunch of stuff is moving at a greater pace.
On my side, I finished designing, scripting, and filling the levels 4, 5 and 6. The scenario for this part have been written as well. The game have a main story, but each set of level have their own storyline. This particular set focus on your companion Skelly, and his old friends.
Reviews
Devlog: The Lighthouse
Time for another devlog, it has been a while.
About Steam Page The big news for this month is that the Steam Page was up. It took me a lot of time, because I would overthink stuff a lot, and the requirements are numerous. The days following the opening were spent mostly on social media, telling people to wishlist it.
Quite surprisingly, a Japanese website, Gamespark picked my game from the constant stream of Games, and I got a lot of wishlists from it.
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Dice'n Goblins Steam Page
This tooks a while, but I finally can present you my game! It will be released on Steam. I would be really thankfull if you wishlist it!
Reviews
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.
Reviews
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
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.
Reviews
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.
Reviews
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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I released a game: Witch Orbs
I made a new game! It’s a puzzle bobble clone.
You can play for free, in your browser at itch.io down below!
WitchOrbs by Emberger
I made this game because my current project, Dice’n Goblin, is taking a little longer than I expected. I started to lose confidence I was able to ship something fast and I needed to reassure myself. I started a bit as a joke, and then there was a moment where I saw I had something and went: You know what?
Reviews
Let's have some water
I’m working on a small game called Goblin Dungeon. The environment will be 3D with 2D billboarded sprites, like Paper Mario.
There should have been a video here but your browser does not seem to support it. Unlike most tile-based dungeon crawlers, I will have elevation. That means you will be able to take stairs, fall, jump, fly, and of course fall into pits.
To make the level design more interesting, I wanted the player to be able to fall great distances without breaking their knees.