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!
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!
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
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
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
Crimson Stone Games retweeted
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…
Crimson Stone Games retweeted
Make the windmill turn as you solve this maze of switches and connected tiles.
#indiegame #indiegamedev #indiegames #indiedev #indiedeveloper #puzzlegame #puzzlegames #puzzleplatformer #mobilegames #mobileapplication #mobilegame #mobileapp #mobile
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
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]
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
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! 🎉




