ctmatthews

Indie game developer

a trans woman in the UK making 2D action games about ducks:

Ducky's Delivery Service (Steam/itch/Switch)

Chessplosion (Steam/itch)


i mostly post on my Blog / Newsletter / Patreon


i play fighting games! i won Evo in 2021.


pfp/header by NomnomNami


πŸ“° Blog
ctmatthews.com/blog
πŸ’Œ Newsletter
ctmatthews.com/newsletter
βœ‰οΈ Contact (email/DM)
ctmatthews.com/contact
πŸ’» itch.io
ctmatthews.itch.io/
🐣 Patreon
patreon.com/ctmatthews
πŸ–ΌοΈ pfp/header by NomnomNami
nomnomnami.com/

tayl1r
@tayl1r

This was my first attempt at a complex enemy. On turn 1 they switch the most dominant colour into "corruption" (a fifth colour that usually doesn't appear but has no special properties1). On turn 2 they summon an enemy on all those tiles with a "brittle" debuff where they'll poof after one turn. And then on turn 3 those enemies all attack and expire while the boss nukes in a 2x2 rook pattern.

The art is placeholder and a bit of a mish-mash atm, but hopefully you can see what's going on!

This was immediately fun for me. As a player it will likely be a bit overwhelming at first, but they're easy to manage once you know how it works. It feels like the random, organic puzzle generation the game should be about.

I have also been rethinking a lot of what I wrote in the big "Corruption" post a month ago. It was about encouraging players not to stall the fights, having this theme of pursuit and urgency, and waxing lyrical about "encouraging the behaviour you want." But this is so much more interesting than fights where the player wallops 3 enemies, refuses to elaborate, and leaves.

So I have actually gone back to waves rather than just defeating a few enemies and being able to exit. However, the waves are tied to a turn counter, so you cannot just stall things out forever.

What I have mostly been doing however is a rewrite. I no longer try and predict what will happen on the player's turn. The preview is still there! But rather than "guessing" I clone the world, run through it, and then entities compare themselves to their liminal space doppelgangers. And to do this I had to separate out the model and view. Bit painful but it's done now!

1 It does have some extra rules like not spreading on board regeneration. But this is secret stuff.


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in reply to @tayl1r's post:

The twists and turns of game design are incredible....... Somehow, I feel like the brittle enemies would end up providing the player with a gigantic damage modifier after smacking a bunch along the way to the boss enemy, though I suppose I don't know exactly how player movement works!! Either way, certainly seems like a neat little idea. ALSO THE PLACEHOLDER SPRITES ARE VERY GOOD........ Iconic, one might say.