Leo | Nightcrawler now available on Itch!
@leoqb.bsky.social
28 followers 55 following 83 posts
Berlin based gamedev. Working on a 2D stealth game! Play it here for free 👉 https://leoqb.itch.io/nightcrawler
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leoqb.bsky.social
I'm about to release the first version of a 2D stealth game that I've been working on for around five months...

...or 7 years if I look at it from a different perspective. 🧵

#gamedev #gamedevelopment #indiedev #pixelgame #godot #godotengine #indiegames #indiegamedev
leoqb.bsky.social
I think it mostly boils down to the replayability then: would it be fun or a chore to replay each level up to 6 times?

Based on your experience what approach would you enjoy more to play? 1 or 2?

7/7

#gamedev #indiedev #godot #solodev #indiegames
leoqb.bsky.social
These feels like a lot, but in the end could be just another badge on the level selector screen. For example you can get an assassin badge for the Assassin playtrhough and it becomes gold if you also completed it as Ghost Assassin, or something similar.

6/7
leoqb.bsky.social
So these playstyles could be presented to the player in two different ways:

Approach 1: Normal | Assassin | Pacifist | Ghost

or

Approach 2: Normal | Ghost Normal | Assassin | Ghost Assassin | Pacifist | Ghost pacifist

5/7
leoqb.bsky.social
I want to do this because I know it will trigger my completionist monkey brain so it will probably increase the replayability of the whole game for many players.

BUT! Thinking about it I realized that Ghost could apply to both Assassin and Pacifist.

4/7
leoqb.bsky.social
The idea is that each level is going to have it's own "achievements", every time you complete it with a different playstyle you would unlock it.

Imagine small badges on the level selection screen to show your progress.

3/7
leoqb.bsky.social
Here the differences:

- Normal, just complete the objective
- Assassin, complete the objective and kill all the guards
- Pacifist, complete the objective without killing any guard
- Ghost, complete the objective without getting spotted, any corpses getting spotted,any KO guards getting spotted

2/7
leoqb.bsky.social
From the next update I'll add KO and change the overall level objective, this will unlock new potential playstyles:

Normal, Assassin, Pacifist, Ghost.

This comes with an interesting game design question and I would need your input 🧵

1/7

#gamedev #indiedev #godot #solodev #indiegames
leoqb.bsky.social
Yeah I use GitHub, no need to complicate things. The less time I spend on tooling the more time I have to work on the game. Also GitHub Actions are a good way to automate some things easily if needed
leoqb.bsky.social
Now levels in my stealth game can be completed with these different playstyles

I wonder if Ghost should be it's own separate thing or if it should be added on top of the others. eg:

Ghost, Assassin, Pacifist

vs

Assassin, Ghost Assassin, Pacifist, Ghost Pacifist

wdyt?

#gamdev #indiedev #solodev
leoqb.bsky.social
I have a playable build with these changes, I can send it if you want to try it, but don't plan to upload it on Itch yet.
leoqb.bsky.social
This gives an option for people that enjoy a challenge to still have the challenge, but at the same time other folks can play at their own pace.

I think it's a win-win situation, besides maybe losing the ability to promote it as a "punishing game" which is appealing to some.
leoqb.bsky.social
But more importantly, it would make the core experience less punishing. Right now the game is fun, but punishing. This means that while some people love it, some are alienated quickly by it.

With this change the game would remain punishing only when playing the "Assassin" style, which is an option
leoqb.bsky.social
First of all would enable playing the game in three different playstyles: Ghost, Assassin, Pacifist.

By making these some kind of achievement you could replay the levels to unlock all three victory styles, a pattern I saw in many games and that triggers that "completionist" mindset.
leoqb.bsky.social
I'm testing some big changes to the core gameplay of my game.

Instead of having to kill everyone, you have to kill just 1 target. The guards can be stunned, killed or ignored.

This would have a lot of interesting implications in the game 🧵

#gamedev #indiedev #solodev #gamedevelopment #godot
leoqb.bsky.social
Thanks 😭 Please share any feedback or ideas that you might have after you play!
leoqb.bsky.social
The conundrum: polish an update until it reflects what's on your mind or release it as soon as the gameplay changes are playable (and polish it later).

#gamedev #indiedev #gamedevelopment
leoqb.bsky.social

This is a reminder for everyone to buy indie stuff and support indie creators. For less than what you would spend to try some new cheese in a supermarket you can make someone's day.
leoqb.bsky.social
Today some complete stranger decided to buy my game (which is available for free). Besides some friends supporting me, this is the first time someone I don't know buys this game. It was so unexpected and felt so good tbh, just a selfless act of support.

#gamedev #indiedev #solodev
leoqb.bsky.social
Adding knock-out before a kill. I wanted to make it abundantly clear when you kill the enemy. Is it a bit too much? 😬

#gamedev #indiedev #gamedevelopment #pixelgame #godot
leoqb.bsky.social
I'll probably do a 0.2 changing the core game loop in a kinda critical way, then a 0.3 with experimental mechanics that I might scrap some day.
leoqb.bsky.social
Sometimes the best game design tool is just a blank canvas. A few times I got stuck in Godot only to understand that I needed to make a step back and clarify my thoughts on figjam

Well now I have a clearer idea on what to include in the next update, devlog coming soon
#gamedev #indiedev #indiegames
leoqb.bsky.social
Tonight’s I finally have some time to test some mechanics I want to add to the next update. And also to make up my mind about what should be in the next update 🫨

#gamedev #indiedev #godot #gamedevelopment