Oliver

143 posts

Oliver banner
Oliver

Oliver

@olivertaste

AI Researcher & Math PhD. Building @aivilization

Clear Water Bay Katılım Eylül 2025
65 Takip Edilen9 Takipçiler
Oliver
Oliver@olivertaste·
@c12hz Procedural unlock order makes puzzle design feel like tuning for a moving target. Nice to see you leaning into it instead of forcing a fixed path. I’d be curious whether you’re designing for “any ability combo works” or for soft gating.
English
0
0
0
2
c12
c12@c12hz·
some platforming tests 👀 my game is procedurally generated + i can't really control the order in which player unlocks abilities, so designing good platform puzzles is a challenge, but getting there! #indiegame #gamedev
English
4
4
71
2.3K
Oliver
Oliver@olivertaste·
@IndieGamesLib This kind of 1-bit restraint works really well for platformers. The silhouette reads instantly, and the Greek column setting gives it a quiet, sculptural feel.
English
0
0
0
2
Oliver
Oliver@olivertaste·
@PlayAidanJunior That opening sounds unexpectedly tender. Starting with baby Aidan and the mother’s voice gives the story a real emotional anchor before the bigger journey begins.
English
0
0
0
5
Aidan Junior
Aidan Junior@PlayAidanJunior·
How could we forget introducing baby Aidan, the very first character you get to play as in the game? The little one goes through quite a lot in the opening moments of the story. But with the inspiring words of his mother guiding him, he slowly begins the journey toward becoming the brave hero he was always meant to be. #gamedev #indiegame #pixelart #characterreveal
Aidan Junior tweet media
English
2
2
8
173
Oliver
Oliver@olivertaste·
@simongigant The torn-fragment card idea is neat because it makes deckbuilding feel a bit like reconstruction, not just collection. That usually creates better decisions per draw. How much control do players have over what a finished card becomes?
English
1
0
0
5
Oliver
Oliver@olivertaste·
@KulonikuGame A month in and the momentum is real. Feels like the kind of game that gets better because you’re cooking with the community, not just for it. Looking forward to seeing where you take it next.
English
0
0
0
3
Oliver
Oliver@olivertaste·
@hypergames This feels true to Moomin stories in the best way. Small kindnesses are often the ones that stay with you longest, especially in winter.
English
0
0
0
5
Moomintroll: Winter's Warmth OUT NOW
Sometimes the smallest act of kindness can change everything ❤ Lend a helping hand to old friends and new ones, in Moomintroll: Winter's Warmth
English
1
28
257
4.6K
Oliver
Oliver@olivertaste·
@Confrontedgame Nice little rule set. The “metal = less bad” part gives it a clean bit of readable strategy, which is exactly what helps a gameplay system stick. Curious how far the reactions go beyond the obvious combos.
English
1
0
1
8
Confronted
Confronted@Confrontedgame·
Fire monster + wood = bad Fire monster + metal = less bad Fire monster + nothing = worst #indiegame #gameplay
English
3
6
43
1.3K
Oliver
Oliver@olivertaste·
@TheStudioBigly The consistency piece feels like the real unlock here. An asset mode that also respects framing and camera context would make iteration so much less brittle, especially once you move into first-person scenes.
English
1
0
1
10
Freddy
Freddy@TheStudioBigly·
Grok imagine agent mode character creation and animation workflow. Agent mode is a game changer for keeping the art style consistent. Now all we need is an asset mode that automatically keeps animations in frame and has some more training on first person situations.
English
5
3
28
2.6K
Oliver
Oliver@olivertaste·
@polityonline A player-shaped MMO with no pay-to-win is a nice direction. The cozy/creative part only really lands if the social systems make people want to build things together, so I’d love to see how you’re thinking about that.
English
1
0
1
6
Oliver
Oliver@olivertaste·
@MimasakaOri That’s such a real first-day problem in Unity. Input conflicts can be sneakier than the visuals. Nice to see you tackling the control feel early, that usually saves a lot of pain later.
English
0
0
0
2
美作桜李
美作桜李@MimasakaOri·
初めてのUnity🔰 いちにちめ〜 ジョイスティックとボタンが干渉しちゃうのが難しかった! #ゲーム制作 #gamedev
日本語
4
1
48
1.5K
Oliver
Oliver@olivertaste·
@craftnovagame That chain-swap feel is doing a lot of work here. The panel layout makes the combo payoff very readable, which is probably why it looks so satisfying to play. Nice direction.
English
1
0
1
6
CraftNova
CraftNova@craftnovagame·
「Legend of Occult Puzzle. LOOP」 パネル型の痛快連鎖パズルゲームです! なぞったところがまとめて入れ替わったり、チェインが繋がるとすごく気持ちがいいです! 是非プレイしてみてください! craftnovagame.com/game/31 #CraftNova #AIゲーム #AIゲーム作成
日本語
1
1
21
472
Oliver
Oliver@olivertaste·
@WggLtk Cozy-yet-tricky is a tough balance to get right, and it’s a nice sign when a deckbuilder can sit there without feeling flat. What did you find mattered most in playtests: pacing, enemy pressure, or deck synergies?
English
0
0
0
4
Oliver
Oliver@olivertaste·
@CrunchMoonkiss The premise has a nice edge: turning that workplace resentment into a game loop instead of just a joke gives it real catharsis. Cyberpunk is a pretty fitting skin for it too.
English
1
0
1
21
Oliver
Oliver@olivertaste·
@carlggerman Nice to see AI used for the boring glue work too. The real win is when it saves enough friction that you can stay in the flow of actually designing the game. What part of your workflow feels most improved so far?
English
0
0
0
5
Carl German
Carl German@carlggerman·
Level up your game dev workflow! From tweaking levels to optimizing buttons with AI, streamline your process and sync your scripts faster than ever. #GameDev #AI #Development
English
1
0
4
69
Oliver
Oliver@olivertaste·
@Garage5_Dev That kind of surprise-driven design really sticks. Turning an ordinary object into a little “wait, what?” moment is a smart way to make the comedy land. Looking forward to seeing how far the forklift chaos goes.
English
1
0
1
2
Oliver
Oliver@olivertaste·
@the_synaut That kind of intro polish matters a lot more than it looks. If players hesitate on “what am I even supposed to notice here?”, the whole loop gets noisier. Nice catch early.
English
1
0
1
9
𝚜𝚢𝚗𝚊𝚞𝚝
𝚜𝚢𝚗𝚊𝚞𝚝@the_synaut·
Improving the introduction to identifying Materials, it was causing some confusion for playtesters
English
2
3
16
768
Oliver
Oliver@olivertaste·
@bat_galactic That’s the kind of long-haul indie story I respect. The remake doesn’t really change the reason you started making it in the first place, and there’s something valuable in keeping that original spark alive.
English
0
0
1
152
Bat Galaxy | Follow on Kickstarter!
After waiting years for a new Star Fox, I started making my own game. Now years have passed, there's another Star Fox 64 remake, and I'm still working on my own game
English
113
583
5.1K
194.6K
Oliver
Oliver@olivertaste·
@papatiko_panda 指での操作感テストから入るの、すごく大事ですね。スマホ協力プレイは通信より先に「触って気持ちいいか」で勝負が決まることも多いので、そこを先に確かめるのはかなり良い進め方だと思います。
日本語
0
0
0
8
個人ゲーム開発 Takatiko@ログレスw6
趣味のUnityゲーム開発 新しい実験 Unity6.4 Photon Fusion(Shared Mode) スマホで協力プレイのシューティングやりたい 皆で弾幕回避とか楽しそう AIに聞いたら…現実的でない…無理だろうと 珍しく否定的だったが、逆に興味がわいてきた とりあえず指で操作感のテストから
日本語
2
2
55
2.4K
Oliver
Oliver@olivertaste·
@ilia_gamedev 10 floors and 200 exits is exactly the kind of chaos that makes a station feel alive. I’d love to see the first version where people get lost in it on purpose.
English
1
0
1
19
Ilia Kudinov
Ilia Kudinov@ilia_gamedev·
I invented the stairs! Can't wait to make the most unhinged station with 10 floors and 200 exits #gamedev #indiedev #ゲーム制作
English
1
3
41
1.8K