12.25.2024

Summary 2024

As a traditional annual post summarizing my indie activities, I wrote 12 paragraphs about the main game projects I worked on this year.

Ludum Dares 55 & 56

In 2024, there were two regular (versus the abnormal three last year) LD jams. Of course, as always, I participated solo in the two-day Compo category. The themes were "Summoning" and "Tiny Creatures" respectively, I released two games.

On the first topic I made a gloomy game called HTON, which I tried to design in the style of the Playdate game console (a black and white monochrome display with a resolution of 400x240). I wrote about the game and its creation in more detail in a separate post-mortem.

For the second jam I made a funny game GO BLO, where you need to control a crowd of little people and solve simple puzzles. Somehow the game gained some popularity and still brings positive feedback. I wrote about the development and results in more detail in the tg-channel. There is a possibility that I will try to port the game to mobile phones.

Mobile releases

It's funny that the year started and ended with the same thing - developing an arena mode for last year's jam game PUNCH. Initially, I made a separate version for two players for desktops, and only later did I start porting the game to mobile devices. Having started with a port of the original game for touchscreen control on phones, I was eventually able to release several updates, including new modes and other improvements.

Also this year I was finally able to release an early version of the new pocket HOBO. The original game had its 10th anniversary this year, which I talked about in more detail in the article about this project, which is important to me. I hope that the game still has potential and I really want to check it out.

As a result, the activity of developing their mobile games has been resurrected after a long pause caused by various factors. I refreshed the account a little, changing the icon and renaming it to octa studio, along with transferring the old domain octahedronstudios.com to a new hosting. All links to new mobile projects, by the way, can be found there.

Other projects

Among new projects, I tried to make a tiled card roguelike. The concept turned out to be raw and seriously lacks usability, so I never released it fully. The idea itself has been in my head for a long time, I even tried to do something similar once on Flash, there is definitely something good in the idea. Perhaps I will return to development later with new thoughts.

I still haven't come up with a name for the game.

I started making a major update and rethinking of MARK-I, my only project available on Steam so far. If I still have the desire, I want to release a procedural roguelike mode codenamed M-I:R. I have an idea to make a soft reboot of the project in order to cover a larger audience.

The long-standing game WORLDS has not received an update for almost 3 years and may seem completely abandoned. However, the project is sluggishly picked around periodically, experimenting with different directions. In general, the general crisis is caused by not the most convenient architecture and various game design issues.

* * *

The further indie direction is vague and unclear. Although there are some plans for current games, I am always open to new ideas and projects. Plus there are other unmentioned projects, and the new channel huindie, which I started mostly for friends, gives me the opportunity to speak out and free my head for new thoughts.

In the next 2025, I wish everyone interesting projects and personal success. Please do not forget that first of all you need to become better than yourself in the past, and not someone else. And if you compare yourself with someone, then with yourself in the past, to feel personal progress. And turn the voice of criticism in your head into a friend who is trying to help. Good luck to everyone!

9.19.2024

HTON Post-mortem

This spring Ludum Dare 55 happened. The theme was "Summoning" and I participated Compo as usual. The final game is narrative minimalistic novel with loops called HTON.

I knew that summoning diabolic things will be major usage of theme but decided to make a twist that player plays as ancient entity that is waking up from eternal dream to fulfil someone wishes. Originally I wanted to make novel/roguelike but in the end the game become too linear.

The title is based derivative of Russian's 'хтонь' that means much more then just evil spirit but emotional depressed feeling too. Also sounds like lovecraftian name that is suits for the game's need where you play as an ancient god. Not just god but dark entity that summoned by weak people. They offer sacrifices to you, one by one, and you can accept or not.

Gameplay is simplistic too. Originally was built around idea of unusual text-based roguelike but finished just simple dialogue tree of few branching. One answer always leads to the beginning, the void. And other answer moves you further on a global purpose to eliminate eveything.

Game contains few violent scenes and whole theme is dark. It was just my associations to the LD theme and also crossed with some back-time near depression condition. The game didn't ended well by player's choices, not only because of topic but also poor usability and primitive gameplay. Unfortunately my idea of unwrapping mystery is not very readable but I like that still game have kind of emotion inside.

Visuals are built around the idea to imitate Playdate game console. It was like a personal challenge to design the game within poor boundaries. The console screen resolution is just 400x240 pixels and each pixel could be just black or white.

In the end I'm having one more game on my page and I'm not ashamed of it. Different problems that made a game not reached by the players are only motivate more to become better game developer. Soon next Ludum Dare is coming and I hope I will participate again. Have a nice day everyone!


4.11.2024

PUNCH Universe

A lot of thoughts I have about PUNCH. The game I made for Ludum Dare 54 (was mentioned at last summary article) and got really good results.

Some people was keeping telling me that I need to do that and that about the game. And everything was accumulating in my head for a while for bigger picture.

In the end maybe this article would help to relieve and never come back to that game – as it usually working with plans when you sharing it and never complete because you are getting people reactions already and no need to finish project for that.

The picture starts giving me a tic

PUNCH should become universal game, consisting of different game modes. Ludum Dare original simple physics and controls should become a pillar, game law, rule if you want. It should be customizable, platform independent, who knows maybe even open-sourced in the end.

To find the game modes or other values, where I should to put my efforts, is one of the most difficult tasks I have. «Limited Resources» is my personal ludum dare theme for whole life. Work smart, not hard, people saying. Anyway I'm trying just work, my minimal barrier. Low-key it called I think.

For now, the most clearest vision for nearest future I have, is having multiple modes, at least 3-in-1:

  • original linear levels from compo version, it is already contains entities like bosses, bonus levels and learning curve;
  • PvP arena, that is already released on itch.io and standalone downloadable/web version;
  • infinite rogue-like or "survio" game mode, some prototyping already started on that direction.
And that's it, in short. Thank you for reading.

Well, after sharing all this thoughts I'm already feeling some relieve. I also felt relieve few days ago when I finally published PUNCH on GooglePlay that is kind of proof of concept for mobile version of the game that challenged some UX. And I was mentioning platform independence – ideally PUNCH mega app should be almost equally playable on mobile, desktop and console with it all game modes... Oh, my wet dreams.

Also coming with cool or fun titles is such a mind gum. You already saw PUNCH ARENA for PvP version. And so on: PUNCH MOBILE, PUNCH X, SECOND PUNCH, PUNCH BALLS etc.

PUNCH 2/II, when?