🛠️Currently developing: 🧙‍♀️ The BridgeMancer 🏜️ Dust Dwellers 🎮 Wishlist both on Steam! ➡️ https://xitter.cf/t.co/AJNKm97TZw

Seattle, WA
Joined January 2023
We're excited to announce The BridgeMancer is part of #SteamNextFest! We've updated our free demo with more levels (27 in total), including a new puzzle mechanic, new visuals, and more story. The full game arrives Dec 2nd! So be sure to wishlist if you enjoy the demo!
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In The BridgeMancer, you play as Rose, a magician rescuing villagers from a crumbling kingdom. You'll conjure bridges to create escape routes, but you'll need to plan ahead, because Rose and the villagers take different exits, and each can block the other's way!
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The demo includes jump runes, rickety bridges, a new rubble jumping mechanic, and reports from the neighborhood watch providing clues about who might be behind the kingdom's ongoing upheaval. If you give it a try, we'd love to hear what you think! Thanks for checking it out! 💜
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We've gone meta - our #gamedev process now has progress bars too! They say "you can't improve what you don't measure", and tbh, this has been a big help ensuring we make steady strides in filling out the levels to our puzzle game, The BridgeMaster 📈 #indiedev #showmesunday
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From here, we'll continue designing levels to balance out the variety of content, and to expand our options so we can curate the ideal selection among them
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To that end, we'll soon be reviving the playtest sessions, and we look forward to sharing these with you! If you wish participate or learn more behind-the-scenes info, feel free to join us in the discord: discord.gg/HAgkTE3yCw
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Slime Heroes is out TODAY on PC and Xbox! Explore a 3D world, alone or with a friend and battle corrupted enemies, solve challenging but approachable puzzles in an action souls-lite for the whole family. We'd love it if you'd leave a review. 💙 store.steampowered.com/app/1…
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To support a new mechanic in our puzzle game #TheBridgeMaster, I've made another update to our pathfinding algorithm! This one was particularly tricky because the act of following a path can invalidate the remainder of the path... [1/8] #gamedev #indiedev #showmesunday
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This does of course introduce an additional loop within the standard A* algorithm, but fortunately for the size of levels we're dealing with, this has not been a significant performance bottleneck [7/8]
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With this implemented, villagers now only attempt to exit the level when they will actually be able to do so, enabling a wider, more dynamic range of puzzle mechanics. This is definitely a tool I'll be sure to keep in the toolbox for future projects! [8/8]
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Recently, I've adapted our pathfinding code in #TheBridgeMaster for a new puzzle mechanic. This is a bit spoilery and also more technical, but I'll keep things relatively high level... (Pictured is a partially solved prototype level) #screenshotsaturday #indiedev #gamedev
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The challenge with cycles is ensuring you don't let the algorithm run indefinitely. I'll admit, my first implementation succumbed to this despite my intentions not to, freezing my editor and needing to force quit. Then I changed tack, and the next implementation worked! 🎉
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The screenshot above shows a prototype level where this comes into play. It makes for some interesting implications for how to solve puzzles with this mechanic!
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