(Views my own and not that of any current or former employers/clients. Do I need this?)
#indiegames #nintendoswitch #ps5
#indiegames #nintendoswitch #ps5
frostyfaustings.com/schedule/
We'll see if I actually watching anything this weekend.
frostyfaustings.com/schedule/
We'll see if I actually watching anything this weekend.
I know for hit animations it's better to use more consistent boxes but idk...we'll see.
#gamedev #indiedev #indiegame #fighter
I know for hit animations it's better to use more consistent boxes but idk...we'll see.
#gamedev #indiedev #indiegame #fighter
- Staff reporter: kotaku.com/kotaku-is-hi...
- Nights and weekends editor: kotaku.com/kotaku-is-hi...
- Community editor: kotaku.com/kotaku-is-hi...
- Staff reporter: kotaku.com/kotaku-is-hi...
- Nights and weekends editor: kotaku.com/kotaku-is-hi...
- Community editor: kotaku.com/kotaku-is-hi...
Anyway, everyone thank @luckshotgames.com for kicking off the new year with the first truly great game of 2026 🫡
Big Hops is fun to play and feels great to play too.
web.phenixxgaming.com/2026/01/20/b...
Anyway, everyone thank @luckshotgames.com for kicking off the new year with the first truly great game of 2026 🫡
Big Hops is fun to play and feels great to play too.
web.phenixxgaming.com/2026/01/20/b...
Singlenplayer games esp. piecemeal things.. you don't start most games with EVERY weapon, tool, mechanic, etc. available but a fighter that locks stuff based on play time wouldn't go over well imo.
Singlenplayer games esp. piecemeal things.. you don't start most games with EVERY weapon, tool, mechanic, etc. available but a fighter that locks stuff based on play time wouldn't go over well imo.
It's why I am not a huge long combo fan or of cinematics and why I *tried* to make MerFight less oki focused / opportunities to let players breath and recover after knockdown...how successfully...idk...i made reversals too scary for a period, I know that.
If I get bodied in a fighter against someone better, EVEN WHILE EXPERIENCED, there's a good chance I didn't interact with the game at all.
It's why I am not a huge long combo fan or of cinematics and why I *tried* to make MerFight less oki focused / opportunities to let players breath and recover after knockdown...how successfully...idk...i made reversals too scary for a period, I know that.
it hasn't been easy, but i'm proud of my work as a CM for the last 7 months. excited to keep looking after the black tabby & sunset visitor communities 💖
it hasn't been easy, but i'm proud of my work as a CM for the last 7 months. excited to keep looking after the black tabby & sunset visitor communities 💖
Probably since orange but the dr. Pepper ones, though tasty, yea...nor helping my breath...
Probably since orange but the dr. Pepper ones, though tasty, yea...nor helping my breath...
I feel this is slightly relevant to this and the original post.
idk...tough...
I still like making original IP for the genre but I can see why it's so difficult to do well.
I feel this is slightly relevant to this and the original post.
idk...tough...
I still like making original IP for the genre but I can see why it's so difficult to do well.
Don't waste people's time!
An abstraction of my Time To Hadoken game design term but applied to a broader UX mentality.
Don't waste people's time!
An abstraction of my Time To Hadoken game design term but applied to a broader UX mentality.
Don't waste people's time!
An abstraction of my Time To Hadoken game design term but applied to a broader UX mentality.