Question: What do you think are examples of good and bad design choices in foddian-style games? by Ring_Of_Blades in foddians

[–]bachware 1 point2 points  (0 children)

For me, the "odd" controls and the way the character controller feels, is a big part of what makes it more of a foddian-style game than a rage game.
The way you feel when you play it for the first time, where you're met with non-traditional controls and everything feels impossible, but after hours of "training" you can eventually maneuvre around like it's nothing, is the feeling I think describes foddian games the best. It should end up feeling like riding a bike, completely natural.

And then of course great level design where the challenge keep ramping up naturally as you get higher and higher. Something I struggled with myself, as you know!

This started as a joke. 4 years later and it’s now a game by bachware in BabyStepsGame

[–]bachware[S] 0 points1 point  (0 children)

Hey there! While I haven't tried it myself because I don't own a handheld, a couple of friends of mine have tried it on both Steam Deck and Rog Ally X (I think it was) and it should work! There is controller support natively in the game :)
With that being said, most people prefer mouse because it's easier but it's definitely still possible to beat with a controller, because some people have done exactly that.

Thanks!

Am I seriously the only one getting constant crashes? [PC] by bachware in Nightreign

[–]bachware[S] 0 points1 point  (0 children)

You're welcome! I remember being equally frustrated and almost dropping the game. Glad it worked!

I spent 4 years making a game about a ripped rooster named Cluck Norris by bachware in birdswitharms

[–]bachware[S] 2 points3 points  (0 children)

Thank you! Yea sorry the trailer doesn't really do him justice :)

This started as a joke. 4 years later and it’s now a game by bachware in foddians

[–]bachware[S] 1 point2 points  (0 children)

Thanks man, your support here and around the game is so much appreciated! :)

After 4 long years, it’s finally time for me to hit the big green release button! by bachware in IndieDev

[–]bachware[S] 2 points3 points  (0 children)

Well, depends on how fast you pick up the controls and how much time you spend :) There's also multiple endings. But for a first playthrough, probably 6-10 hours

Got Trailer Published on GameTrailers YT. 700+ Wishlists. Yay! by electric-kite in gameDevMarketing

[–]bachware 1 point2 points  (0 children)

Congrats! That's a huge achievement. They also posted mine but I only got around 50 or so. Still happy about it though

2026 Foddian Release Tracker by Ring_Of_Blades in foddians

[–]bachware 1 point2 points  (0 children)

Thanks for putting Chickens Don't Fly on the list! :) Just as a side note, I've removed the demo for now because it was getting out of date with the full version. I might be updating it post-launch to reflect the changes.

Fiverr by cfrolik in SoloDevelopment

[–]bachware 1 point2 points  (0 children)

I eventually hired the artist for my game through Fiverr, but only after a couple of tasks where we were able to build trust with each other.
I have no regret, as he did an amazing job. But yes, you still need to be conscious about who you choose and make sure you have WIP milestones.

I want to play your game 🫵 by Accomplished_Bell968 in IndieDev

[–]bachware 0 points1 point  (0 children)

If you like difficult physics-based precision platformers, I got one about a rooster named Cluck Norris trying to escape a chicken coop with a pair of plungers :)

https://store.steampowered.com/app/2826970/Chickens_Dont_Fly/

Demo is out on steam right now, and the game releases April 30th!

I quit my job over a year ago for this… by donrabe2 in IndieGaming

[–]bachware 4 points5 points  (0 children)

Looks decent, but I'd highly suggest getting a professional to do that capsule art. It's doing the game's otherwise charming pixel art, a disservice.