Kris DD
doubledmg.bsky.social
Kris DD
@doubledmg.bsky.social

🔨 Making a game about dwarves swinging oversized hammers
💥 Smashing things always feels good
🌐 https://doubledmg-games.com/
I have a bad cold today, just a sore throat and a bit of a headache and sat down to do a bit of work on my game.

In an hour I implemented a mechanic I was planning for ages, on a basic level, but the funny thing is that I did not plan it for today. A win is a win 🗿
January 3, 2026 at 5:01 PM
In my second blog post I talk about my "core pillars" and what are the foundations of my action roguelike game that I refer to daily and use as a North Star.

Hope you find this interesting!

doubledmg-games.com/2026/01/02/c...
Core pillars: what i think would make my roguelike click - Double Damage
In my previous post I talked about the building blocks of the action roguelike I am building and today I wanted to focus a bit more on the things that drives the technical decisions – the Core Pillars...
doubledmg-games.com
January 2, 2026 at 3:33 PM
Was planning to publish my next blog post about the "Core Pillars" for my game and was about to capture some footage but got distracted with other mechanics!

The draft is ready to go, I just need to finally sit down and curate the footage to highlight my points, aim is to get it out tomorrow :)
January 2, 2026 at 12:39 AM
Here is a quick timelapse of me creating a ground/wall tile asset for my game.

Hope you like and please let me know if you have any feedback, thank you 😊
December 31, 2025 at 3:03 PM
Started yesterday writing up a draft for the new blog post I plan to publish in the next couple of days and it will focus on “Core Pillars”, basically the things that my game sits on that are the most important things for me.

This time I want to include some gifs and got some floor art ready!
December 31, 2025 at 11:27 AM
A simple problem solving technique I have been using for years is the “5 why’s”, very useful method to find the root cause of an issue.

I have been using this for the mechanics in my game and it’s amazing how quickly you can find bad ideas if you just stop and question your decisions for a moment.
December 30, 2025 at 8:51 AM
Been watching Pingu with the kids this morning and I am trying to make sense of the plot and what is happening but there appears to be no cohesion and yet it still pulls you in.

Is the gibberish? Is it the quick change in pace? No idea but it’s great!
December 29, 2025 at 10:28 AM
A bit late to work on logic now and decided to continue with some of the sketches for the assets I plan to have.

Apologies for the glare, but it does look like a reeeaaally bright sun for that painting!
December 27, 2025 at 9:50 PM
Have been evaluating different methods for enemy AI and I think Behaviour Trees are going to be the winner here.

Goal for next week is to have a simple version of this system working and seeing how it can evolve.

Let me know if you have any tips/tricks or learnings if you have used BT's before!
December 27, 2025 at 7:34 PM
Decided to document my journey in blog posts to document my thoughs as I go along.

Short form content is good, but cannot get out the thoughs out of my head within 300 characters and share in detail what I am doing.

First post live now: doubledmg-games.com/2025/12/24/w...
first development update: Building an Action Roguelike from the Ground Up
A deep dive into the systems powering my 2D platformer dungeon crawler.Note: the code snippets provided do not show the full implementation, they just show the important logic. Two months of develo…
doubledmg-games.com
December 26, 2025 at 10:35 PM
Does anyone think blogging is dead?

I want to share the way I am building my game in more detail but do so in a written format and maybe later a YouTube video if I ever decide to do one.
December 26, 2025 at 9:59 AM
Been playing Dishonored 1 and 2 this past week and I do think that level design and world building peaked with these series.

Lots of great games have come out since then, but for me, these series stand out the most, the details in the world, choice and lore are next to none.
December 25, 2025 at 12:43 PM
Finally have some time to think about UX.

Funny how one day you write proc gen algos to assemble levels, next day you do pixel art and the day after you think about UX and affordances.

There is always something interesting to do, on all fronts, love the process and the variety of challenges!
December 24, 2025 at 10:03 AM
Sound on! Working on adding some sound effects to give the attacks more weight, I think these are pretty good to start with. This really needs to sound like a few hundred pounds/kilograms are smashing down the ground. Let me know what you think ⚒️
December 23, 2025 at 8:58 PM
Apparently today is the shortest day of the year. How convenient for it to be Sunday.
December 21, 2025 at 3:48 PM
Been using this book as a reference for the past few months and I can say that it definitely changed my view to designing spaces in my game and how they should be presented.

The funny thing is that it has nothing to with games in the first place.

This is my favourite take for this week, so good.
December 21, 2025 at 2:33 PM
“Sometimes life is more than just naps munchies”
December 21, 2025 at 10:26 AM
Sketching out ideas for props in my game. Some of them will be reactive to the players actions (fall, break) and some decorative.

Brain dumping and quick sketches can really snowball into something bigger.

I think I will add them all.
December 21, 2025 at 12:06 AM
Working full-time but putting in 1% daily towards building something feels special. Small progress today - added more tiles, but it's coming along nicely. These are ground assets; platforms will follow similar style. Hope you like it - feedback welcome! :)
December 15, 2025 at 11:05 PM
Setting up time constraint to program something for my game - no issues 😎

Setting up time constraint when drawing assets - the whole constraint idea is in the bin and I end up spending more time 😵‍💫

No regrets tho, love seeing a world slowly becoming reality.
December 15, 2025 at 12:05 PM
Been updating my tilesets in the last few days and really happy with how it's coming along. As a newbie to pixel art, I am putting a lot of effort to get things right and it seems that it is starting to pay off, slowly but surely.

Let me know if there is anything I can do to improve this :)
December 14, 2025 at 11:09 PM
Doing art for your game when you are not an artist is by far the most challenging thing so far.

I know what good looks like and there are a ton of references available but actually implementing it is a whole different ball game.

Today I was working on cleaning up the bricks, will show them soon 🤞
December 13, 2025 at 7:10 PM
Blah.

I realised that people say the Godot logo looks like a robot, where I have always seen it as a little creature with open mouth and two little hands.

Now I can see both and enjoy it twice as much.

Follow for more peculiar insights, or not, I can’t tell you what to do, just stay hydrated.
December 13, 2025 at 1:26 AM
Weapon swap animations that are still a bit buggy but hey, but that's just how it is - failing upwards until it works!

The dwarf loves bonks, as seen at the end ⚒️

DISCLAIMER:
- The REGENERATE button loads a different level (levels are proc gen)
- The Swap Weapon button needs no explanation kek
December 8, 2025 at 9:34 PM
Finally decided to join bsky and to start yapping about my beloved game about dwarves bonking left and right.

Still WIP with some rough blockouts but I am really loving how it is coming along!
December 8, 2025 at 9:22 PM