in our game you parkour up mountains with your friends: you might think we have metrics.
but we never graybox. it's just more fun to download models and prototype in real places, like blood gulch.
#screenshotsaturday #indiegame #gamedev
in our game you parkour up mountains with your friends: you might think we have metrics.
but we never graybox. it's just more fun to download models and prototype in real places, like blood gulch.
#screenshotsaturday #indiegame #gamedev
wishlist pondlife: discone (a videogame) here!
store.steampowered.com/app/2888670/...
sometimes we just wanna climb up things to see if we can do it, maybe to get a nice view, or to learn a new hiding spot. it's frustrating if every nook has "rewards"
in discone, most paths are uncharted, and you will climb and parkour them with your friends
#gamedev #indiegame #screenshotsaturday
and wishlist our game! where you parkour up uncharted mountains with your friends
store.steampowered.com/app/2888670/...
here's a link to the game: www.glorioustrainwrecks.com/node/11388
today we're recommending one of our favorite games ever zk maps for stranger, by Marek Kapolka, you will understand why we believe that the best platforming levels are "undesigned" ones.
#screenshotsaturday #indiegame #gamedev
in our game you parkour up uncharted mountains with your friends.
but it began as a game where you jump idly around peach's castle grounds. i think that had to be fun first for parkour of any sort to be possible!
#screenshotsaturday #indiegame #gamedev
i want harder games with longer death runs made by people who respect my need to put the game down and i'm not kidding.
you can place a checkpoint by taking a deep breath (in real life) in our game. that you can then float back to as you spacewalk in a bubble.
(you can also parkour up uncharted mountains with your friends, of course)
#screenshotsaturday #indiegame #gamedev
we finally added our first item: rocks! even a simple item like this opens a wealth of new ways to play and enjoy moving around in our game.
#screenshotsaturday #indiegame #gamedev
i'll be taking my own advice and wishlisting a lot of your games today =)
this is our game where you parkour up mountains with your friends, and it's also a little video about how powerful your personal steam wishlist is. wishlist every game you like! we'd love if you wishlisted ours too (but only if like it).
#screenshotsaturday #indiegame #gamedev
it's so worth it, imagine the pain icecream must have felt getting stuck on doorframes
this is what they call "the door problem", in game design
#screenshotsaturday #indiegame #gamedev
thank you! we recently handmade a font for the title (in a sort of sneaky way), glad it was worth it :p
new trailer of our online multiplayer climbing game, pondlife: discone (a videogame)! we have some new stuff to show off soon that we're excited for you to see.
#screenshotsaturday #indiegame #gamedev
we're taking a fresh look at the fundamentals of jumping in pondlife: discone (a videogame). every jump, even on flat ground, and every interaction with a wall should be dynamic. we want the act of movement itself to be joyful, to be its own end.
#screenshotsaturday #indiegame #gamedev
it pulls back, we had to put a bunch of work into that as well, maybe we should make a post about how that finally enabled us to have indoor spaces
here's a bit about how we've been adding grass to our game, pondlife: discone (a videogame)! given our logo, perhaps we should have focused on this sooner. but we got there.
#screenshotsaturday #indiegame #gamedev
if you pause at like, 0:09s, you can see what all the vectors represent by color in the top-left! it's probably too much to describe in a bsky post, but broadly, each cluster of lines is one frame showing the character's current tangent along the wall, the speed being added along that tangent, &c.
hehe us too :p the first one where everything is enabled is a bit of a joke for the video. it's a tagged system, so we can toggle subsets of drawings for the character's core physics, how it interacts with surfaces, how the hips / feet move during the walk cycle, and so on.
a peek into our dev setup! we built this visualization tool to help get our wall riding, procedural walk cycle, custom camera, &c feeling right (inspired by the tooling we saw in @doublefine.com's psychodyssey).
#screenshotsaturday #indiegame #gamedev
somebody on tiktok asked us to make the hair bigger, and also to make the hair smaller, and also we love a certain plumber so...
#screenshotsaturday #indiegame #gamedev
even after years working on this game, sometimes we just open it and run around the mountain together
#screenshotsaturday #indiegame #gamedev
i saw this window the other day and tried finding a smooth path up to it
#screenshotsaturday #indiegame #gamedev #parkour
we were playing our online 3d climbing platformer, "pondlife: discone (a videogame)", with some friends recently. they struggled a lot on this ramp, but it's possible!
#screenshotsaturday #indiegame #gamedev
hereβs how to wall ride in our game, βpondlife: discone (a videogame)β. let us know if you have any questions =)
#screenshotsaturday (oops) #indiegame #gamedev
how it started vs. how it's going. (yeah the second half is the game audio).
#screenshotsaturday #indiegame #gamedev
pondlife: discone (a videogame) is a skateboarding game with no skateboard.
it's also a golfing game. where you are the ball.
#skate #climbing #screenshotsaturday #indiegame #gamedev
in "pondlife: discone (a videogame)", you really can (try to) climb anything. we mean it. if you fall, there's another way up that's just as exciting.
#discone #walk #climbing #cute #folk #screenshotsaturday #indiegame #gamedev