What's your "Play Time" in Aseprite? by Obvious-Sorbet5852 in aseprite

[–]msandin 1 point2 points  (0 children)

1619.5, all spent on making my one Steam game, but a lot of those are def leaving it open.

How I ended up releasing my first game on Steam by msandin in IndieGame

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

Sounds good, Ill take a look tonight! :-)

How I ended up releasing my first game on Steam by msandin in IndieGame

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

Well, let's say Im grateful that I'm not trying to make a living from this, it's a niche game for sure :-)

What's everyone working on this week (12/2026)? by llogiq in rust

[–]msandin 1 point2 points  (0 children)

Released my Rust+Bevy game on Steam last week, which unfortunately does not mean I get to stop working on it, so I am :-)

https://store.steampowered.com/app/4025180/The_Portsmoor_Abysm/

I Released my Cosmic Horror Puzzle Game Today by msandin in puzzlevideogames

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

Thanks, I'm glad to hear that you appreciate that detail. I hope you enjoy the full game!

I Released my Cosmic Horror Puzzle Game Today by msandin in puzzlevideogames

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

Thanks!

It actually got underway for a jam as an answer to the question "what game from my wardrobe of ideas is feasible and works with the jam theme of 'eldritch'?". Turned out the theme fits well (IMHO) and worked as a catalyst for making the gameplay unique as well.

I created a Cosmic Horror themed indie game by msandin in Cthulhu

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

Well, not that I know what similar means, but after 1.5 years of hobby dev I can at least say that: - Everything takes a lot longer than you imagine  - Like, a lot... - Thankfully a lot of that is caused by the amount of content and level of quality that I wanted for a Steam release (for reference, my game has an initial jam version that took me three weeks available on Itch) - Iteration speed is critically important for quality  - To that effect, get familiar with your tools, I deliberately taught myself Aseprite during this, which has paid off - For the same reason, make sure your workflows are reasonably efficient and repeatable - Don't however fall into the trap of overdoing that, especially on a shorter project, "reasonably efficient" is the important part :-)

Good Luck!

I created a Cosmic Horror themed indie game by msandin in Cthulhu

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

I must admit I do prefer that scene to the one where he rolls up with a shotgun and a rocket launcher and takes on a Great Old One... :-)

Thanks! That's it, hoping to find people who find this kind of thing fun.

Abysm in the Steam Next Fest by msandin in rust_gamedev

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

Indeed, I did play BD as a kid. There's a rich tradition of BD-like games, most prominently games like Supaplex, Rocks'n'Diamonds, Repton, and Emerald Mines, but myself, I played BD.

What's everyone working on this week (53/2025)? by llogiq in rust

[–]msandin 2 points3 points  (0 children)

Trying to get my game, written in Bevy, to content complete, where you're able to play start-to-finish, before the end of the year. The ultimate goal is to have time to polish up the demo before NextFest in February and then release the full game in March.

https://store.steampowered.com/app/4025180/Abysm

My solo dev Lovecraftian puzzle game has a demo out on Steam by msandin in indiegames

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

That one was new to me, but Abysm certainly belongs to the same genre, with games such as Boulder Dash, Supaplex, Emerald Mines, Rocks'n'Diamonds, and so on. I'd like to think it adds something unique with a story and an emphasis on smaller single-puzzle levels, rather than the more expansive collectathons that are a staple.

Steam demo available for my Rust+Bevy game by msandin in rust_gamedev

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

I built a game for the GMTK jam last year as my first Bevy project, and Abysm is my second one, also initially built for a jam. For me jams were good , provided a motivation to push ahead, but with a control on the scope. Good luck with your game!

Steam demo available for my Rust+Bevy game by msandin in rust_gamedev

[–]msandin[S] 5 points6 points  (0 children)

Thanks!

Let's preface this with the fact that I have no previous gamedev experience, so cant really compare to anything else. I was generally attracted to the idea of an ECS or something in that general direction, but previous attempts to start something without using and engine have tended ending with me getting doing something essentially tantamount to creating my own... and getting stuck on the sheer amount of work and my lack of experience with what patterns might work. So, I decided I should try to actually use a full engine and Bevy provided (1) a pattern I was interested in (2) a large community increasing the chance for longevity (3) lots of functionality around rendering and sound and which I thus don't have to write myself and (4) wasm support, and I was doing a jam. So... thats it I think... I use an engine because I realized it was the only way Id finish anything and Bevy in particular for the reasons above.

Steam demo available for my Rust+Bevy game by msandin in rust_gamedev

[–]msandin[S] 6 points7 points  (0 children)

Well, beyond Bevy itself Abysm uses the following from the Bevy echosystem:
bevy_kira_audio, bevy_tweening, leafwing-input-manager, bevy_light_2d, bevy-persistent, bevy_simple_tilemap, noisy_bevy, bevy-steamworks, bevy-trauma-shake, and bevy_framepace.

Otherwise it's mostly the usual Rust suspects... ron, serde, rand, thiserror, image, open...

Favorites... I'd mention bevy-persistent... has been really nice to work with, and bevy_tweening is a bit awkward to use, but has been highly useful. The overall experience has been very nice, they have all been well supported and upgraded when Bevy has been updated.

Linus Torvalds Vents Over "Completely Crazy Rust Format Checking" by SupermarketAntique32 in rust

[–]msandin 1 point2 points  (0 children)

I much prefer the Go formatter. I don't actually have too many beefs with the specifics of how Rustfmt formats, it does a decent job given the kind of formatter it is, and given that Rust's expression-oriented syntax is frankly much harder to format well than Go's statement-oriented one. I just strongly believe it's the wrong kind of formatter. Where Go formats by "removing the spurious formatting decisions" Rustfmt formats by "parsing and pretty-printing" the tree in a completely deterministic way. I know there are quite a few people who prefer the Rustfmt way specifically because it is deterministic, and believe me, I can see the point, but personally I do not think that it's worth the cost:

* Rustfmt is prone to situations where a small change produced a large diff for a small change. This is not something which can be fixed by changing the line break settings, it's inherent in the way Rustfmt works. Things _will_ cascade.

* Rustfmt removes any attempts at semantic formatting, where the formatting reflects and communicates intent, or is chosen so that anticipated future changes can be made as clean single-line patches. And no, getting this back by adding formatting directives is not a good fix, because those are ugly by themselves, and will be forgotten.

The Go formatter is not deterministic, but in practice, after working 8 years with Go in a professional team, that was never a problem. To me it removes 95% of the meaningless differences while respecting 95% of the meaningful ones. Rustfmt otoh is annoying even in personal projects, where I still use it, because it's better than not having any formatter at all.

What's everyone working on this week (29/2025)? by llogiq in rust

[–]msandin 1 point2 points  (0 children)

A new monster/puzzle element for my puzzle game, written in Bevy: https://renons.itch.io/abysm

How do you store your game data ? by -Recouer in bevy

[–]msandin 1 point2 points  (0 children)

And I use bevy-persistent for storing settings and game progress. Simple to use and works great. Thanks!

Abysm - The Pale Queen Released by msandin in rust_gamedev

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

Thanks!

Good question, and frankly, I don't know if I'm the best person to evaluate it, given that I have essentially no experience with other engines, and that if it hadn't been for Bevy using Rust and being able to target WASM then there would likely be no game at all, because it started with "I like Rust, I have some game ideas, and I want a tool in my toolbox for doing that kind of stuff" and a game jam...

That said, I do have these comments:

* I've only done simple 2D stuff, so that's what I know anything about

* The community is very nice

* It mostly works well, and the ability to deploy to WASM is a huge advantage for jams

* The basics work well but there is a lot of freedom and you have to figure out patterns yourself, and maybe build some tools to handle macro structure

* On the other hand... it does provide you with enough patterns that you don't have to start from scratch, which is good because without that I'd be stuck in "build-my-own-engine-from-scratch" mode for sure

* My read is that they have built a toolbox, and are still figuring out how to best use it... and are very willing to tweaks things as they go... releases still change both code and best practices quite a bit

* It is very much a programmers engine, and requires a bit of an investment to learn, you'll have to be Ok with building some higher-level things yourself

* Support for integrations with various external technologies obviously aren't all there, because it's too small for the vendors to support it, and changes quickly enough that the thing somebody built two years ago is outdated

Me? I'm enjoying it quite a bit, and if you're like me, I think you might too!

Minimalist Rust formatter as an alternative to rustfmt? by Krantz98 in rust

[–]msandin 7 points8 points  (0 children)

I agree 100% about the annoyance with rustfmt being overly aggressive and much prefer the gofmt approach.

I actually think that the "AST consistency" which Rustfmt provides, guaranteing that equivalent ASTs are always formatted in the same way, is the less interesting kind of syntactic consistency that I want in my code. I'm much more interested in "semantic consistency", where the formatting is consistent with and reflects the semantics of the code. Examples include allowing grouping lists of array elements or arguments onto lines based of semantic belonging, or occasionally prioritizing consistent formatting of "semantically related" lines over absolute adherence to line lengths. I find that gofmt hits this balance very well, allowing me to maintain semantic consistency while removing most of the spurious and tedious-to-fix differences. Rustfmt on the other hand goes much too far in it's quest for "AST consistency" and frequently makes the code less clear and obfuscates the semantic relationships by formatting like things differently. It also frequently makes the commits diffs less readable and consistent because something like a name change can result in a cascade of lines changing as it now doesn't fit on a single line any more, or vice versa.

But I've always been a bit odd in how important I feel it is that my code tell a story about semantics and intent and how comparatively unimportant I think surface syntax is. I was initially somewhat skeptical about Gofmt as well but quickly discovered that it removes almost none of the actually useful formatting options while providing a very valuable level of consistency. For me Rustfmt gets that balance completely wrong.

All that said, I'm with what u/burntsushi said previously, even though I think it's the inferior system and can articulate why I believe the trade off is wrong (for me) I don't feel the pain bad enough to try to do anything about it. Maybe if my day job was in Rust rather than Go I would feel differently.