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Kobold Dungeon Tester
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Devlog
Shelved
December 16, 2019
by
st33d
2
Writing branching stories is hard. It's like writing normally but then you have to rewrite everything because it doesn't match the flow of a parallel timeline. Or at least I do. My last big redraft ma...
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Redraft 3: Wisdom
October 30, 2019
by
st33d
I feel like the Spanish Inquisition . 4 numbers, I started with 1. Working on the final room I thought, what does effort, luck, and gold have to say here? You discover a secret in this room, like you...
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Desktop
June 10, 2019
by
st33d
1
I've uploaded desktop builds for those of you who'd like to play the demo offline...
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A Lick of Paint
June 06, 2019
by
st33d
I've done a lot of work on rooms, the map, and UI: Draggable map. Options can be selected with number keys. The exit option responds to WASD and arrow keys. Space also selects option 1, if available...
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Gold
January 29, 2019
by
st33d
1
Gold The huge main quest idea just didn't feel right when I tried to write it. The story is a series of bottle episodes, and each one suffers when it has to pay lip service to a season arc. It also ma...
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Death and Rebirth
December 20, 2018
by
st33d
1
Dead Ends Turns out I was wrong about dead ends. After building many rooms I realised that a lot of them didn't require you to engage with them unless you had to backtrack through them. And what cause...
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Android Build
October 20, 2018
by
st33d
2
Just exported it to Android to try it out on a phone. While I designed the interface to be phone friendly, I think that the text needs to take up more of the screen. I also need to add a menu for chan...
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Gates, Keys, and Luck
October 18, 2018
by
st33d
2
Dead Ends Humans don't create dead ends. Walk around any modern building and what you reach are fire exits, offices, cupboards, and toilets. We make destinations instead of dead ends. In most roguelik...
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