Rodwan | Pixel Formation

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Rodwan | Pixel Formation

Rodwan | Pixel Formation

@thepixelform

Please wishlist! https://t.co/22G8cqyDNn

European Union Katılım Haziran 2025
1.5K Takip Edilen3.5K Takipçiler
Rodwan | Pixel Formation
Rodwan | Pixel Formation@thepixelform·
@CostasAnest @IndieCurator Oh sure, there is plenty, but they’re just doing their job. However, there are also a lot of people next to it posting “MUST HAVE” things you need to do to be successful just because.
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Costas
Costas@CostasAnest·
@thepixelform @IndieCurator Don't be so pesimistic,there are several X accounts who are like you, talking about building the game. It is the best marketing imo, I can see that you love what you are doing and can understand what your game is about.
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IndieCurator | Indie Games
A huge wishlist can still lead to a weak launch. That’s the part many indie devs don’t talk about. Wishlist numbers can motivate you… …but they can also become a dangerous trap. Not every big number tells the full story. Real trust, real interest, and real players matter far more than impressive stats. Do you think indie devs should focus less on wishlist numbers and more on building real player trust? #IndieDev #GameDev #IndieGaming
IndieCurator | Indie Games tweet media
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Rodwan | Pixel Formation
Rodwan | Pixel Formation@thepixelform·
@TForge89101 For me to design anything vision of experience for a player is the basic thing. Otherwise I have no idea what to do. It doesn't matter if it's a level or anything else.
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Testing Game Forge
Testing Game Forge@TForge89101·
Level building is definitely not my strong suit; I still don't quite get the hang of it. If anyone has any advice on how to develop levels, I would greatly appreciate it. #gamedev #godot #indiedev
Testing Game Forge tweet media
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zifro📯
zifro📯@zifro5·
@thepixelform Looks good, but I have two issues. That tooltip unfolding looks cursed. There should be an option to turn off the animation to make the pop up instant. Also you should look into a more legible font it is fine when the text has a higher resolution than the artwork.
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Rodwan | Pixel Formation
Rodwan | Pixel Formation@thepixelform·
"Nothing in excess." — Delphi oracle inscription I finally locked down all battle UI elements Personally I hate cluttered spaces, UI popups, so I'm trying to make as simple as functional as I can. Stats: - 24 battle scene buttons total - 4 states: hover, disabled, clicked, normal = 96 buttons. Still I need to tidy some things but, it's locked in. #pixelart #UI
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Rodwan | Pixel Formation
Rodwan | Pixel Formation@thepixelform·
@zifro5 And good catch about animation, you need tooltip once so, it will be switch off tick somwhere.
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andreas Da vinci
andreas Da vinci@AndreasDavinci·
@thepixelform I really admire the art style and mechanics of your game. I'm currently developing a pixel project of my own and was curious about the tools you use. I would be incredibly grateful for any insights or workflow tips you’d be willing to share! :)
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Rodwan | Pixel Formation
Rodwan | Pixel Formation@thepixelform·
@AndreasDavinci And if you asking about workflow tips, its hard quetion, I think it's very uniqe depends of the project. I developed on the way scripts for aseprite for exporting animations, so updates for me now are super easy.
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David - Nostalgic Realms - Lair of the Leviathan
I finished another exterior map leading to one of the early dungeons that takes place in an abandoned keep. This will be the dungeon and exterior map we feature in the upcoming demo. Now to finish the dungeon and building interiors!
David - Nostalgic Realms - Lair of the Leviathan tweet media
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Rodwan | Pixel Formation
Rodwan | Pixel Formation@thepixelform·
@polygnomial0 So for example too greedy decision can be punihed becausse you don't know what decision enemy will make and reverse.
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Polygnomial
Polygnomial@polygnomial0·
@thepixelform Nice. Ambush is such a prevalent strategy in tactics, yet few games have an ambush feature. When you say each unit brawls independently, do you mean only for animation sake, or the outcome of each unit's combat is variable? I imagine most turn-based games pre-calculate outcomes.
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Rodwan | Pixel Formation
Rodwan | Pixel Formation@thepixelform·
Its not turn based like 100%, its reactive turn based so both sides doing its action in same moment. Its not real time, enemy making deciion same moment you do. And yes each unit have it own stats, and it can fail to execute order by enemy unit, beeing blocked, killed, or simmilar. There will be action points like typical turn based and ovverun mechanics, I will explain all that in longer form vid soon! It's preety simple ssystem but have some depth.
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Rodwan | Pixel Formation
Rodwan | Pixel Formation@thepixelform·
@GameDevMicah This 20/80 split is everywhere in nature. 20% of predators make 80% of kills, 20% of plants drop 80% of seeds. It's not a market problem. It's just how the world works.
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Rodwan | Pixel Formation
Rodwan | Pixel Formation@thepixelform·
In this ambush example, it was actually a bug — the Celtic units were much slower, so almost every attack got blocked. Now it’s intended to work like that, same bit random but same variations stats for both:
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Rodwan | Pixel Formation
Rodwan | Pixel Formation@thepixelform·
@denfaminicogame Looks great! As an engineer, though, I can’t help but wonder what this building is actually standing on, it's just automatic. That drywall looks like paper thin to me. But hey, it’s a game, not a simulator!
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電ファミニコゲーマー
電ファミニコゲーマー@denfaminicogame·
住人から家まで自由に作れすぎる人生シミュレーション『Paralives』早期アクセス版が5月25日配信へ news.denfaminicogamer.jp/news/260521w 家の構造は曲面だろうが複数階に分かれていようが自由自在。住人は仕事をしたり趣味に打ち込んだりとそれぞれの人生を歩んでいく
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