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MicroRogue DevDiary #35 – Scrap and upgrades

Enemies now break up into pieces and that’s very cool. But I’d also really want the player to collect something from this. May be not from every enemy and may be dependent on the enemy type, but something. There should

Rudy August 4, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #30 – Feedback improvements

I’ve been saving up a list of various combat and related feedback improvements. That is, feature mostly nice-to-have and quality of life than actual hard features. Of course, most have some sort of framework underneath. When enemies die in the

Rudy July 29, 2018 MicroRogue DevDiary No Comments Read more

MicroRogue DevDiary #15 – Weapon firing

It feels like my game will focus on shooting weapons, so here we go. Another core gameplay feature that I need to make feel good is shooting weapons. (It seems like every other part of the game is “core gameplay”

Rudy July 10, 2018August 14, 2018 MicroRogue DevDiary No Comments Read more

Recent Posts

  • MicroRogue DevDiary #112 – Final enemy types April 20, 2019
  • Guard clauses are not just for APIs April 14, 2019
  • MicroRogue DevDiary #111 – Gameplay tweaks April 11, 2019
  • MicroRogue DevDiary #110 – More enemy types April 9, 2019
  • MicroRogue DevDiary #109 – New enemy types April 8, 2019
  • MicroRogue DevDiary #108 – Enemy placeholders March 28, 2019
  • MicroRogue DevDiary #107 – Tile pallete March 26, 2019
  • MicroRogue DevDiary #106 – Tile and theme placeholders March 25, 2019

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