Hoping to keep this current momentum I have with my work- I’m on the cusp of something pretty cool.
Similarly, I’m planning a new video soon!
@slayergamesstudio
Solo multimedia gamedev and artist- primarily tabletop and Print On Demand! Always looking to improve my skills. est.2022 Current project- Ruins Of Roguewood https://www.thegamecrafter.com/designers/slayer-games-studio
Hoping to keep this current momentum I have with my work- I’m on the cusp of something pretty cool.
Similarly, I’m planning a new video soon!
Death Stranding 2 on PC
Resident Evil Requiem
Marathon
Hytale
Doom: TDA- DLC
Half- Life X(?)
Two months into 2026 and something tells me I’m gonna have some games to play.
#gaming
You’ll probably see official coverage in a couple months over on my YT, but I’m not planning to actually release it until near the end of the year… it’s not the only exciting thing I’m working on!
6 weapons- each being setting-specific spins on their traditional archetypes, but still recognizable and predictable in performance.
I’m working off extremes, there’s no one reliable option- only curated and varied tools. Hammers for nails, drills for screws and all that! That’s the foundation.
I want to make combat memorable- utilizing a measured approach to staging fights.
Purposefully straining the player of resources to force unique tactics- making up for range with positioning, swapping between different weapons regularly, and learning what monsters to prioritize taking down first.
I’ve built 1/3 of the game’s playable content in about 2 months, polish aside, and show no signs of stopping. What’s gonna take the most time, however, are the cutscene animatics, audio, and perfecting the exploration and combat that defines the Boomer Shooter genre.
From the beginning I wanted to design a game that tells an action-horror story following the events of my tabletop dungeon crawler, Exfil. Since EFPS uses 2d animated and drawn assets for its environments and monsters, I could retain the hybrid tactical-horror-saturday morning cartoon look.
Limitations in this specific engine are turning out to be a blessing in disguise, cause I can really dig into what makes these old school style action games so fun, and apply my design philosophy to it. As it turns out? It’s a pretty killer match of ideas and rules.
So I want to make an #indiegame, but have little to no actual coding experience. I’ll start small in something that is more of a toy box that I can plug assets into- EasyFPS.
I can focus on balancing numbers, building engaging levels, and translating my traditional art into a #DOOM like.
I’ve been brainstorming methods to implement these elements into an Asym game over the last few months. A diceless combat system with an emphasis on per-player deck modification is a good place to start- an anchor to alleviate the more random elements… just a thought!
That’s not a bad thing, just an observation- there’s a focus on map coverage and mechanical consistency. As my players would know, one of my obsessions is maximizing component usage through randomized elements.
Assymeyric tabletop games are a strange beast- especially combat-focused ones like DOOM, Heroquest and that one Star Wars miniatures game. They have numerous comparisons to MOBA video games, I’ve found, and breaking away from that design influence is tough.
Might be making an old-school FPS game in my spare time that I’m not working on Ruins Of Roguewood.
And yes, it’s relevant to Exfil.
#indiegame
The Midnight Ritual is out now just in time for the Halloween season, inspired by my favorite old internet horror story. Grab your matches and favorite candle, and get ready to explore the darkness…
As always, check my Game Crafter link for the details!
#horrorgame#indiegame#boardgame
Bit of a curveball-
Component Studio 2 is reaching the end of its life cycle, and while the 3rd iteration looks fantastic- I’m gonna need to do a ton of archiving, reformatting, and straight up ground-up reworks of some of my designs.
I know it’ll be worth it in the long run.
#boardgamedesign
Coming back swinging with a new game for the spooky season 👁👁
#boardgames
Hey #indiegamedev has anyone tried to do an old-school Doom-style texture master sheet in GDscript, but for detailed per-object normals?
Asking for a friend of a friend😵💫
Making something secret and special for my favorite time of year!
No info till I drop it later this month.
Also, I’ve been seriously neglecting YouTube… my bad. I have a personal agreement where I only wish to share something in its best state- I’ve been keeping my head down for the project’s sake.
OX ART REVEAL-
“Into The Ruins Of Roguewood”
I’ve been trying to capture the OG card game’s style and make it a bit stronger in presentation.
Obviously the focus here is to bring the adventure to the table as a cooperative experience, and I hope this fun cover piece helps to show that.
#digitalart
Strangely, I’ve found that one of the largest limiting factors of cooperative freedom in tabletop games is turn order.
Sometimes the best way to make other, intended limiting factors shine in a design is to do away with fixed turns.
Happy Birthday to the greatest modding platform ever. Nerds like me have been enjoying what the community can do with Doom for as long as I could remember!
#gzdoom
One of my favorite uses of this is in a game or move when the protagonist is wearing the same kind of gear, and they take a piece of it for themselves.
IE a battery or scanner or something.
Raising the price on DECKED: Card Royale,
But decreasing the booster pack prices (IE, Offensive Defensive, Beggars And Choosers, The Big Box
The base game has 82 cards- 8 types and the instructions.
I’ve always wanted to develop a free, evergreen print-and-play project that I can just add to whenever.
I have an idea that’ll fit the format perfectly, but I’ll have to focus on that after my current work.
I’m in love with the style- and for such fantastic games, too!
starting inking this soon
Re-formatting Decked so I can get a cheaper bulk order and produce future booster packs easier.
Looking back on my old spreadsheets makes me feel like the first person to come across Valve’s terrifying spaghetti code for #TF2 metadata.
I hope I don’t delete my coconut png.
If you know you know.