SITE42 (Working Title) | Solo Dev

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SITE42 (Working Title) | Solo Dev banner
SITE42 (Working Title) | Solo Dev

SITE42 (Working Title) | Solo Dev

@ChuchuGamesDev

Pixel-art mystery roguelike in development. Solo dev from Korea. Contact: [email protected]

Yongin-si, Republic of Korea Katılım Mayıs 2026
192 Takip Edilen195 Takipçiler
SITE42 (Working Title) | Solo Dev
During combat, players can switch between characters and control them directly. You might choose Gosling to move forward and draw enemy attention, switch to Yumi to heal injured allies in dangerous moments, or control Eden to attack enemies safely from a distance. Sometimes, choosing a low-health teammate and escaping at the right moment can also become part of the strategy. #SoloDev #IndieDev #GameDev #PixelArt #IndieGame #Roguelike
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SITE42 (Working Title) | Solo Dev
It feels similar not only in software development, but also in Apple’s overall product ecosystem. Apple’s approach is like a double-edged sword — it keeps users deeply locked into the ecosystem, while also creating such a high barrier to entry that it becomes difficult for newcomers to approach easily.☹️
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Lachie | Making a PSX Horror Game
@ChuchuGamesDev The dev side of Apple is unfortunately not very intuitive and built on top of over a decade of legacy understanding that you are supposed to magically just have Applies to developing software for Apple products too 🙃
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SITE42 (Working Title) | Solo Dev
@SoloXanderSOL Yeah, Apple’s “it just works” experience can feel really frustrating when you end up locked into their ecosystem. Having to use an Apple device just to manage a subscription is honestly pretty ridiculous. lol🥹
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Xander Solana
Xander Solana@SoloXanderSOL·
@ChuchuGamesDev I always have found apple to be unintuitive and frustrating, despite the whole point of it supposedly being the opposite. Also overpriced. Also tried apple tv once and discovered I couldn't cancel my subscription without using an apple device. Boo apple! Boo!!!
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SITE42 (Working Title) | Solo Dev
Currently working on the character status UI. Designing a mobile-friendly UI/UX that feels both comfortable and readable has been more challenging than I expected. P.S. I also realized the English strings need a bit more polishing. They felt fine in Korean, but some parts sound awkward once translated into English. #SoloDev #IndieDev #GameDev #PixelArt #IndieGame #Roguelike
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SITE42 (Working Title) | Solo Dev
@SoloXanderSOL Absolutely. The more I work on gamedev, the more I realize there’s really no “unimportant” part of development. Every little detail ends up affecting the overall experience.
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Xander Solana
Xander Solana@SoloXanderSOL·
@ChuchuGamesDev Looks great! Also I feel your pain lol, most of the solo dev journey is learning each stage is more difficult than you were anticipating, and usually in unexpected ways lol 😆
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SITE42 (Working Title) | Solo Dev
SITE42 (Working Title) | Solo Dev@ChuchuGamesDev·
@bytecrunchdev That was actually something I had been thinking about as well. Since I shared the same concern, I adjusted the chromatic aberration effect so that it’s much weaker around the player character and only slightly applied to distant areas. Thanks for the feedback — it really helped.
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BYTECRUNCH
BYTECRUNCH@bytecrunchdev·
@ChuchuGamesDev Hey, I like the game, but as someone who suffers from heavy migraines, I hope there will be an option to switch back to the original visuals. The new effect looks cool, but it gets close to triggering an attack for me. Might just be a me thing, though.
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SITE42 (Working Title) | Solo Dev
SITE42 (Working Title) | Solo Dev@ChuchuGamesDev·
@justff777 That’s true. The minimap is still not in its final form yet, and I plan to continue improving it from a UI/UX perspective as development progresses.
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Just For Fun | Blade of Wiz
Just For Fun | Blade of Wiz@justff777·
@ChuchuGamesDev minimaps are one of those things that feel tiny to implement but completely change how players orient themselves. always surprised how much exploration anxiety drops once people can see where they've been
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SITE42 (Working Title) | Solo Dev
SITE42 (Working Title) | Solo Dev@ChuchuGamesDev·
There’s no direct damage scaling based on distance right now, but I am working on skills that reward maintaining proper spacing and positioning. For example, ranged survivors can use abilities like grenades for area control or powerful single-target attacks such as mortar strikes. The idea is to make distance management and repositioning an important part of the combat flow.
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Just For Fun | Blade of Wiz
Just For Fun | Blade of Wiz@justff777·
@ChuchuGamesDev kiting with ranged + allies tanking is such a satisfying loop when it works. the constant repositioning keeps it active even without melee pressure. does he have any abilities that play with distance specifically — like damage scaling with range or something?
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