Skip to main content


#gamedev update--

I started this project as a "let's learn Godot" project while I was jobsearching, and as it became more and more obvious that the market was in way too weird a position for someone like to me to find something easily (definitely not junior, but an eclectic enough background that I think people don't know what to make of me sometimes), I began to explore.

I had this idea for a bullet-hell but if you touched enemies it turned in to a turn-based RPG battle, and I explored it as best I could.

But I think what I've found was, I've long since passed the scale of complexity with this idea that I could finish as a solo dev.

I think there's a ton of potential here, but I'm feeling stuck. I think in order to move forward and ship -something- (an increasingly common application requirement) I need to cut the innovative stuff and just put out a fun little minimalist roguelike bullethell and call it a day.

fedi gamedevs, any thoughts about this? I've been too deep in the weeds for too long.

in reply to Miredly

hmmmmm I was looking to build my own turn based game in Godot how complex was building out this basic turn based system?

Lo, thar be cookies on this site to keep track of your login. By clicking 'okay', you are CONSENTING to this.

⇧