kornodd
@kornodd.bsky.social
1.8K followers 160 following 17 posts
Drawing stuff - developing Rainchaser: https://store.steampowered.com/app/3169300/Rainchaser/ [email protected] http://ko-fi.com/kornod1 https://www.pixiv.net/en/users/33530133
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kornodd.bsky.social
I used to mostly draw things, but right now I'm focused on developing a vertical STG Rainchaser!
There is a demo for it now, so please give it a try if you are interested.

Also shoutouts to @motijan.bsky.social who is making music for the game!
kornodd.bsky.social
His two podcasts with Boghog and Aktane are basically that and they are both great, especially the one about TLBs
Reposted by kornodd
polygonbird.games
The WORLD-EGG has begun its descent!

Our sword action shooting game BIRDCAGE, launches on PC; Tuesday November 18th.

Play our new DEMO on Steam, right now!
store.steampowered.com/app/2618150/...
kornodd.bsky.social
I really like dynamic rank systems in shmups as a way of dealing with the need for varied difficulty. You don't need to guess what the game means by a difficulty level before playing it, and it's much more reactive and granular.
Granted it's difficult to make that work in a context of a platformer
kornodd.bsky.social
Hey, it has been a year already since the release of the demo, so I figured I should do an update on how things are going with Rainchaser.
Still working on it and pretty happy with how things are shaping up, but there's a lot of work to do, so I can't say anything about when it will be ready yet.
kornodd.bsky.social
I use GameMaker, which has it's own coding language. It's pretty easy to get into and flexible enough so I don't feel restricted while developing things, so I'm quite happy working with it overall
kornodd.bsky.social
Thank you for your work! YKK really deserves it
kornodd.bsky.social
Oh, yeah, that sounds like a very good method to keep you from sticking to the same path every time but still leave you with a choice. I really should get around to playing GnGR
kornodd.bsky.social
I feel like this also works especially well with routes, because then you have RNG variation on top of variation based on concrete choices of how you go through the game, so then your runs can get very different from one another.
kornodd.bsky.social
Something like that is quite difficult to do because it's scary to not be able to predict how your own game will play out, even though it's very worthwhile if you nail down the execution of RNG elements.
Reposted by kornodd
boghogstg.bsky.social
Since I'm new to bluesky - I'm working on ARMED DECOBOT, a game where throw dudes into dudes, my favorite thing in gaming. You also shoot & punch dudes, which are my other favorite things in gaming. It's a top down shmup/beat em up hybrid

store.steampowered.com/app/3159150/...
kornodd.bsky.social
It's a really good genre! I would recommend ZeroRanger and Blue Revolver for going further into it.
Oh, and also Radiant Silvergun, it's made by the same studio as Ikaruga.
kornodd.bsky.social
Thanks for trying it out! The disappearing is mostly to avoid the hud elements obstructing your view, might make the hitbox for that stretch more horizontally to make it more consistent.
kornodd.bsky.social
I used to mostly draw things, but right now I'm focused on developing a vertical STG Rainchaser!
There is a demo for it now, so please give it a try if you are interested.

Also shoutouts to @motijan.bsky.social who is making music for the game!