hypermadgames.bsky.social
I'm crafting organic, physics-based games. 🌐 https://www.youtube.com/watch?v=3LxeBxB6ORo&t=3s
👤 Joined on 03 June 2025
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@hypermadgames.bsky.socialfair, 'drift' was the wrong word. Per-weapon mass distribution is the interesting part: do heavy weapons feel different from inertia alone, or did you still tune damage separately?
Show PostPhysics-based combat balance is brutal since small tweaks cascade in ways scripted combat never does. Tuning by feel or logging actual hit and knockback data to catch the drift?
Show PostSolo dev games have a ceiling that co-op and community games don't. A single person can make something beautiful but can't build the tooling, the balance, and the live support simultaneously. The audience expects all three.
Show Post⚡️Milestone reached! 10,000 players are registered for the upcoming BLOODFALL playtest I'm treating this playtest drop like a free game launch. It will have its own launch trailer, its own news cycle, and everyone will receive it at the same exact hour. #GameDev #SoloDev #IndieDev #Gaming
Show PostIndie games that try to do everything a AAA game does with a fraction of the budget almost always fail at the AAA parts and succeed at the parts only indie teams would attempt. Scope discipline is a feature of good small-team games, not a limitation. #indiegames #gamedesign
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