Tetrachroma's cheat code update is live! This update adds new gameplay modifiers like the ability to change the board size. I can't resist playing '4-wide'.
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This Saturday, I'll be demoing Tetrachroma at wreckcon.org, a student convention at Georgia Tech! The event features a local indie game showcase, and it's free! I'll be running a high-score challenge and giving away keys--come check it out!
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The update adding custom music support to Tetrachroma is now available! Different music gives the game a different vibe, and its fun to mix things up.
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The next Tetrachroma update will include custom soundtrack support! I think this is a great feature for puzzle games that can be played for a long time. I'm testing it with Kimiko Ishizaka's public domain recording of Bach's Goldberg Variations.
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Tetrachroma is on sale! You can buy my tetra game for tetra dollars (20% off!) during the Winter Sale.
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Hot Wax is an extremely creative and polished stacker from @PUNKCAKE_delice that released today on itch (Steam version also coming)! My first impressions are that this game is awesome! punkcake.itch.io/hotwax
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Thanks to everyone that played TETRACHROMA at @awacon ! It's very fun (and valuable) for me to watch players learn the game. An extremely skilled player cleared the marathon mode on their first try👀 It was so cool!
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Surprise! I'm demoing TETRACHROMA at @awacon! Big thanks to @IndieClusterATL for putting together the event's indie game showcase. I'm excited for tomorrow!
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Saw this in my old tweets. I was so close to being John Balatro! (not really but made me laugh)
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Today's Tetrachroma update adds the ability to play any mode with the "sound style" of another mode. And just for fun, I've included a new extra-crunchy sound style incorporating some Wagon Adventure sounds!
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An odd detail I'm proud of in Tetrachroma is that I made two versions of each of the game's 21 block styles: a normal one and a double-sized one for BIG mode. This ensures you can see the facial expressions clearly when you select the EGGS block style (important)
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There's less than a day left to buy Tetrachroma at it's opening week price of $4! It's such an important number it's in the name of the game.
Launch week has been hectic but awesome with lots of feedback and many little improvements made to the game. More to come!
Launch week has been hectic but awesome with lots of feedback and many little improvements made to the game. More to come!
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Really flattered to discover @oshisaure shared a video clearing Marathon/Chaos on Death difficulty! (spoilers obviously) youtube.com/watch?v=V99A5r… The 15x clear on stage 4 👀
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TETRACHROMA had a fantastic first weekend on Steam. More than 600 copies sold and 32 reviews! It's an overwhelming amount of enthusiasm and support, and I'm really grateful the game has found an audience. Thank you!
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One the day of Tetrachroma's release, I also want to give a huge thanks to all the Super Amazing Wagon Adventure players still following my work. It's humbling to see familiar names from a decade ago 🦬🦬🦬
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TETRACHROMA is available now on Steam! It's $4 this week!
I stumbled onto an interesting combination of tetromino stacking and color changing, and couldn't resist making it into a game.
I stumbled onto an interesting combination of tetromino stacking and color changing, and couldn't resist making it into a game.
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TETRACHROMA comes out tomorrow! WILD mode is a new mode that introduces wild colored blocks from the very start. It's an easier mode! If you played the demo and thought "This is way too hard," I'm thinking of you too! 😅
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This Friday's TETRACHROMA release includes a new mode INSTANT that removes all animation delays for that snappy, instant fan game feel (Tetrio, Jstris). Not recommended for beginners, but the speed is addictive!
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One of the new modes you'll be able to play when TETRACHROMA releases this Friday is ARCADE. This combines the game's color changing with stacking mechanics inspired by Tetris the Grand Master 2. Very different feel!
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Excited to announce TETRACHROMA releases October 25! This little game explores Reversi color-changing + tetromino stacking. I fell down a rabbit hole and emerged with this.
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Can you spot when the Tetrachroma demo was released? I'm very motivated to deliver for the full release. Thank you for the incredible support!
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This is what happens if you accidentally spend a year polishing a simple block stacking puzzle game.
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Working on a new feature that highlights potential line clears with a glow before you place a piece. This was intended to help new players, but I'm finding it also helps me play faster and with more confidence👍
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A clever Steam user discovered that binding a button to rotate twice creates an instant 180 degree rotation button. Should I fix this 'bug' or make it a feature?
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Today's Tetrachroma demo update changes how the game over condition works to make the game a bit more forgiving. Now, pieces can be locked partially outside the frame which allows for some more dramatic comebacks!
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TETRACHROMA's first Steam demo is out now! Developing this color-changing stacker has been a joy, and I'm excited for you all to try it. The demo includes Marathon mode and a 15 puzzle preview of Puzzle mode. Let me know what you think!
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Excited to announce that Tetrachroma’s first Steam demo drops in just two days—August 15! It’s so close that any delay would mean sending an embarrassing support ticket to Valve. 😳 In other words, no more delays!
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Getting ready for the demo release, I've added more options to turn off audiovisual extras: background motion, line clear flashing, extra sound effects, etc. I obviously like all that stuff, but there's a nice clarity to the game feel with everything turned off.
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Had a poster printed for my table at the Southern-Fried Gaming Expo #SFGE2024 this weekend in Atlanta. It's my first time demoing this game, so I'm equal parts nervous and excited!
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Working on a Puzzle mode for Tetrachroma. It's similar to games like 'Flash Point' and 'Tetris with Cardcaptor Sakura,' where you clear flashing blocks in set stages. The backgrounds feature Art Deco designs from André Durenceau's 1928 book, 'Inspirations'...
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Excited to announce that I'll be exhibiting Tetrachroma in the Indie Game Showcase at the Southern-Fried Gaming Expo #SFGE2024! It's less than two weeks away! If you're attending, drop by and say hello 👋
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Tuned it to be a bit faster! This is 5 frames per line instead of 8. Big line clears are not common, so I want them to feel like an event, but I'm also trying to be careful not to slow down normal play. I appreciate the feedback! ❤️
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I was concerned about this too! Currently the effect is always on, but because of how it scales it's not very noticeable (I think) for <4 line clears. This clip shows a double for example. I may also just disable it entirely for <4 line clears. I appreciate the feedback!
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Changed the line clear animation so individual rows "pop" one-by-one. This adds a little juice to big line clears which I think went too fast before this change.
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Added a limited-use 'undo' feature to my puzzle game to help players learn from mistakes. The number of available undos decreases as the difficulty increases, and on the hardest settings there are none ☺️
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T-spin sextuple: these are hard to do... you have to simultaneously setup the T-spin structure and the colors.
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Added little panel flipping animations to the blocks to convey the direction of color changes and make them feel more "physical". Makes the core mechanic a bit more satisfying / intuitive 👍
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Got a satisfying 18 line clear today. New PB and pretty close to the theoretical maximum of 20! I spend more time than I'd like to admit playing my own game...
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Super Amazing Wagon Adventure has sold fantastically this week during the Endless Replayability Fest. I really appreciate the support ❤️ It's hard to believe the game is over 10 years old!
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Added a subtle warm gradient to my pixel font. The color livens up the HUD text a bit. I always loved the old arcade pixel fonts with different shading effects, so this is my attempt at that look.
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Added a new (optional) visual effect to my game where little arrows preview the color changes before you lock a piece. There was actually already an effect like this, but it was too subtle--the new effect is better!
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Experimenting with some YouTube shorts, and it seems like YouTube just shows them in response to literally any random search? It's only 2% of the total views but these terms are wild. Someone looking for "rating ohio wubbox" watched the whole short. 😅
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Check out the new gameplay trailer for TETRACHROMA: my puzzle action game that mixes tetromino stacking with a new color changing mechanic inspired by Reversi. The game's new Steam page has more details and fresh screenshots--link in bio!
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Made a small change to my stacker which had a big game feel effect: the next piece waits for board transformations to complete before spawning. The added "time to think" and audio/visual feedback from the delay make the game much more intuitive to play.
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My tetromino stacker game with Reversi color mechanics has a name: Tetrachroma. Having a lot of fun polishing and developing modes for this little puzzle action game.
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Getting better at setting up big line clears in my stacker game. This 13 line clear is the biggest I've recorded so far. Excited to see how high this game's skill ceiling goes. #screenshotsaturday
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This is a "big mode" I'm working on for my stacker game. The black and white on green palette is a little reference to the board game Reversi that inspired the color swapping mechanic. #screenshotsaturday
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Added points and combos and stuff to my 2-color stacker game. I get a little 5 line clear in this clip--in theory I think you can clear the board with one piece but I'm not skilled enough to do that 😅
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This is a little 2-color tetronimo stacking game with a color swapping mechanic inspired by Reversi. To clear a line all the colors have to match. #screenshotsaturday
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My apologies for the recent lack of social media updates--I've had some life stuff keeping me busy lately but progress on Jump Mechanic continues! Recently I've been working on a simple dialog system (very WIP)
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Testing out some 2d lighting effects. Points and powerups cast a slight glow onto nearby terrain--characters are unlit to keep them visually separate. I want to keep this effect subtle but I think it works well for unifying the terrain visuals.
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I'm planning to make most of my game's levels in a forgiving, traditional level design style but I also can't resist making "kaizo" style levels like this to entertain myself. It's fun to explore extremes of mechanics! #screenshotsaturday
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Found a funny glitch where you can get infinite points by rolling back and forth on an enemy--like a mid-air version of the Mario 1 up trick. It's fun so I might keep the trick in the game and just limit the points and particle spam.
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Added a combo thing to the HUD. Still have some changes I want to make to the point system, but I like the extra motion this adds to the UI.
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Playing around with hit stop effects. Rolling through rows of boxes is extra crunchy. #screenshotsaturday
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Experimenting with zooming the camera out for certain levels / sections of levels in Jump Mechanic. Definitely opens up new level design possibilities! Not sure if I want to also scale the UI with these sections 🤷♂️
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For fun I redrew the dragon from Super Amazing Wagon Adventure, using the same 4 colors and resolution. I think my #pixelart abilities have grown, but I do still like the primitive style of the original.
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As an exercise I used MagicaVoxel to create a 3d version of my #pixelart character (pixel art reference on the right). This model probably won't be used in game, but it's a useful reference and was super fun to make!
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Spending some time this weekend doing cleanup work on my main character sprite, addressing some shape and shading issues that annoyed me. These sort of changes aren't dramatic but make the character feel a bit more solid in game 👍 #pixelart
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Jump Mechanic's "Gameplay First Look" trailer is now on YouTube! youtube.com/watch?v=qaejNv… This trailer made for the game's Steam page debut is a quick preview focusing on the important stuff--core gameplay and controls!
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Jump Mechanic's Steam page is now live! store.steampowered.com/app/2485650/Ju… On the page is a new "First Look" gameplay trailer which you can also see below. This short preview highlights the game's expressive jump controls. I hope you enjoy it!
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I like to do trick jumps like this while testing levels and I've gotten pretty good at some of them. 😎 It's partially just to entertain myself, but I'm also trying to tune the game so experts can do stuff like this consistently.
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Working on game feel: recently added some thick transparent action lines that flash on screen quickly during key interactions (e.g. stomping an enemy, collecting a heart). I want these actions to feel high impact but also very precise and clear! #pixelart
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Made some pixel art flowers for the title menu background because I love you that much (also because I like making pixel art flowers) 🌺 #pixelart
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Experimenting with some fast animated swoops / waves to highlight JMe's twirl and roll moves. These air control moves are a big feature of the game's controls so I want them to stand out a bit more visually.
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Recently tried this shader designed for scaling pixel art from @t3ssel8r youtube.com/watch?v=d6tp43… Works very well! I'm experimenting with zooming the camera out for some levels, and this cleans up the distortion at non integer zooms.
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Noticed 1-1 was the only level in First World without a tree in the background, so I added a tree to the background. This is what I like to call "logic-driven game development." #pixelart
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Added some light falling animated snow particles to this ice themed level. Not sure if I want the snow to fall throughout or to start part of the way through the level.🤔Thoughts? #pixelart
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Loved this Sakurai video on the Family Basic programming system for the Famicom : youtube.com/watch?v=89_FhH… The system has a ton of charm for an 8 bit dev tool, and you can tell how much fun Sakurai had with it.
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It's hard to tell from screenshots, but the hero in my platformer has a special asymmetric design to enhance game feel. This debug screenshot shows the main character's three hitboxes. Notice the "feet" hitbox is wider than the others? This makes it easier to land jumps!
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Before and after: I reworked this floppy disk enemy for my pixel art platformer to give it some more depth. Don't be fooled by the innocent smile--this disk is ready to eject and attack! #pixelart
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This level from Jump Mechanic takes place in Computer World on the "System Bus": a flying highway of circuit boards. Balancing the speeds of all dark scrolling background layers was tricky! What do you think? #screenshotsaturday #pixelart
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Been hard at work on powerups for my platformer Jump Mechanic. Here's a peek at "race mode" which gives the hero J. Me a sporty headband and dedicated left/right/up dash buttons--you can dash once in each direction per jump!
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