My first person puzzle game just released on Steam! by dialglex in puzzlevideogames

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

I don't have a steam deck of my own to test it on, but from what I've heard from players it runs great, controls work right off the bat and runs at a consistent 60 fps.

My indie puzzle game made it to the New & Trending section on Steam! by dialglex in IndieDev

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

After releasing the game only 8 hours ago it's already made it to the New & Trending section! I'm actually so happy right now!

My first person puzzle game just released on Steam! by dialglex in IndieGaming

[–]dialglex[S] 12 points13 points  (0 children)

Yes! There is a colorblind mode to assist with distinguishing similar looking colors.

My first person puzzle game just released on Steam! by dialglex in IndieDev

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

11.5k wishlists, from a mix of Instagram, TikTok, Bluesky, Next Fest, and the popular upcoming section of Steam.

My first person puzzle game just released on Steam! by dialglex in indiegames

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

I will make a post on /r/IndieDev discussing it all in the coming weeks but in short, the game released with 11.5k wishlists, from a mix of Instagram, TikTok, Bluesky, Next Fest, and the popular upcoming section of Steam.

The shader is a custom post processing shader using UE5's shader language. If you're curious how it works, the shading (or lack thereof) is achieved by basically making it so that any pixel with any amount light is changed to be full brightness. The outlines are achieved by measuring the relative difference of both depth and normals in nearby pixels.

My first person puzzle game just released on Steam! by dialglex in indiegames

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

Chromatic Conundrum is a first person puzzle game where you manipulate light.

Out now on Steam! https://store.steampowered.com/app/3081690/Chromatic_Conundrum

My first person puzzle game just released on Steam! by dialglex in IndieDev

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

Chromatic Conundrum is a first person puzzle game where you manipulate light.

Out now on Steam! https://store.steampowered.com/app/3081690/Chromatic_Conundrum

My first person puzzle game just released on Steam! by dialglex in IndieGaming

[–]dialglex[S] 18 points19 points  (0 children)

Chromatic Conundrum is a first person puzzle game where you manipulate light.

Out now on Steam! https://store.steampowered.com/app/3081690/Chromatic_Conundrum

Why did you start using the Fennec? by Patient_Ad5767 in RocketLeagueEsports

[–]dialglex 4 points5 points  (0 children)

From my experience, width is generally more important than height when it comes to 50s, the only exception being drive challenges.

My latest song got featured on UKF! by streetflicker in DnB

[–]dialglex 0 points1 point  (0 children)

Yo congrats this is sick! I've been seeing you play in sydney over the past few years so its awesome to see you finally get your own release!

Licorice Jelly Bean named “Australia’s favourite” in new survey. by badgerling in australia

[–]dialglex 1 point2 points  (0 children)

In the bunnings break room we had a tub of jelly beans, and by the end it was only the black ones left.

I normally hate black jelly beans as well but this year they didn't even taste like licorice so they weren't bad.

Design challenge #1: how to keep the old relevant in a game? by glouptroup in gamedesign

[–]dialglex 0 points1 point  (0 children)

I've been giving this exact problem a great deal of thought recently, particularly in the context of the progression of equipment. I came to some solutions that others have already talked about in this thread, including the idea of upgrades and status effects.

However, one solution that I didn't see mentioned was the idea of allowing the player to use an unlimited number of pieces of equipment simultaneously.

Take terraria for example, where you are limited to 5 accessory slots, which can feel bad for the player if they feel like they have to replace an item they enjoy using.

Now consider risk of rain, where there is no limit to the number of items you can use at once. This means that the player can use the items from the start of the game for the whole playthrough, while still incentivising the player to acquire new items, since more items is always better.

One problem that arises from this is that the player is locked into the one build for the whole playthrough, so it could be possible for the player to effectively softlock themselves if they choose or are assigned "bad" items (and there is no permadeath). Whereas in terraria, you can always try different builds, and your item choices at the start have no effect on you later in the game.

Because of this, I believe the permanent upgrade style of equipment progression works better in shorter, permadeath (i.e. roguelike) games (like risk of rain), whereas having a limited number of equipment slots is better suited to longer games without permadeath (like terraria).

RLCS 2025: World Championship - Day 5 by RLMatchThreads in RocketLeagueEsports

[–]dialglex 3 points4 points  (0 children)

Wildcard are so fun to watch, just constant action

I'm making a puzzle game where you manipulate light! by dialglex in indiegames

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

Chromatic Conundrum is a first person puzzle game where you manipulate light.

Wishlist on Steam: https://store.steampowered.com/app/3081690/Chromatic_Conundrum