Spin to Sin: A Conceptual Wheel of Fortune Meets Balatro
Designing a spin-the-wheel game for Juniper Dev’s game jam. You reshape the wheel’s odds between spins while wagering souls on the outcome.
Designing a spin-the-wheel game for Juniper Dev’s game jam. You reshape the wheel’s odds between spins while wagering souls on the outcome.
This idle game has a real story, great visuals, and a unique deckbuilding twist. But it’s not without flaws. Let’s break down ‘This Ain’t Even Poker, Ya Joker’.
DPS Idle 2 builds its progression around card leveling and prestige loop. This dev analysis covers those systems and what I think could be improved.
For programmers looking for game dev jobs, here are the OOP principles, system design concepts, and version control practices I’d recommend knowing first.
Game design is easy to neglect during long development cycles. Here’s the system I use to keep practicing it without losing momentum on my main project.
Designing difficulty progression means deciding what the player learns first, and in what order. Here’s the framework I used for my game Laser Beast.
Programmers need a plan for every system and event before writing code. Here is how I build that plan, and why it works for more than just programming.
Some advanced git commands are useful, but don’t come up often. It’s helpful to know what these features are, what they do, and when to use them.
Save systems, scene navigation, Steamworks integration, and the Bootstrapper all finished in April. Here is where Laser Beast stands heading into May.
A practical reference covering repo setup, branch management, and committing your work. The git commands that handle most of what you need.