Character select and managing the project

October 16, 2020

A sweet character select screen is introduced, alongside a whole new interface setup for the printer device in your crashed ship. To top it all off, a bunch of fixes and tweaks and a slight bump in resolution – don’t worry, it’s still pixelart ! READ MORE

Adding more life to the galaxy

October 9, 2020

Improvements to the life-forms in the game, and a whole new selectable character is brought to life for some nice player variation. On top of that a bunch of tiny fixes, and improvements, as with every weekly update! READ MORE

The start of procedural creatures

October 3, 2020

The start of a new system for the game: procedurally generated life-forms / creatures.. it’s an interesting first attempt, let’s see what this will grow into in the coming weeks! READ MORE

The big boost of content

September 2, 2020

A new and improved visor is added, more creatures to fill up the planet, and let’s talk about that Kickstarter campaign! READ MORE

Let’s open that spaceship!

August 3, 2020

New life forms added, a cool way to crashland on a planet like a pro, and a long list of fixes and improvements in this weeks update! READ MORE

Space Grunts Update v1.7.0 : Tornado season

January 31, 2020

Captain, we are encountering what looks like a tornado season on the planet’s surface. This might fling you around a bit, and shake up your deck of cards.. but don’t worry.. it’s not all bad! READ MORE

Tech talk: Faking lights in 2D games

January 21, 2020

A very simple, and fast solution to adding fake lights to any flat 2D scene. It works on both high-res scenes and low (pixelart) scenes. Using a couple of sprite-images and a little blending mode. READ MORE

Fifteen years in the making

November 3, 2019

Fifteen years of being an independent game developer has been a wild ride. Never expected this to last that long, but so far it has.. let’s see if we can add another couple of years to it! READ MORE

Space Grunts 2 DEVLOG #4 – Interface and mouse controls

July 25, 2019

The major focus this week was on some reprogramming of the monster AI, by adding signal-maps to the game, allowing fun toys like signal-bombs to distract or lure aliens. I’ve also plugged in some funky A*-pathfinding mouse-controls and made sure that bomb-explosions now also cause walls to be destroyed.

All in all, a week with small but important changes to Space Grunts 2. Check out the video, and read the tech-blog by clicking! READ MORE

Gunslugs 3: Rogue Tactics

November 22, 2017

Gunslugs 3: Rogue Tactics is the title for my next game, or at least the working-title. The original Gunslugs (close to 4 years old?!) was my first attempt at adding some procedural and rogue-like elements to a platform run-and-gun game, and I did a bunch of things right, and … READ MORE

Post mortem on Meganoid 2017

April 20, 2017

Welcome to the Meganoid(2017) post-mortem, as promised a few weeks ago, this post-mortem goes into the details on the Meganoid figures and stats. Without context the stats are pretty much silly numbers, so please make sure to read all of this because there … READ MORE

Meganoid now in Google Play Early Access

March 17, 2017

Releasing games often leaves room for experimentation. So I decided to check out the “Early Access” version of Google Play, and release Meganoid into it.

Basically this is a public BETA test of the game, but, that’s kinda what Early Access is at it’s … READ MORE

Creating the Meganoid trailer, and working toward release

March 3, 2017

This is just a little teaser of the trailer I’ve been making this week. The full trailer is a little over a minute, and I’ll put it online when the game releases (cause it hopefully tickles people to go and buy the game when they see it!)

Creating the trailer I had a … READ MORE

Squeezing out the final polish on Meganoid

I’ve been hard at work on polishing the gameplay. There are now proper level-templates used for every world, so there is a real sense of progress and a real variation between the different area’s in the game.

Seeing as next week March starts, and my target date was March, it will be a few weeks of cleaning up and adding the final things (and with final things I mostly mean the end-boss, as it’s the only missing feature at this time).

I’m waiting for the high-res art to come in for Meganoid, and I’ll have to do a trailer and then setup all the store pages (ios,android,steam) with banners and such and start adding achievements and leaderboards to the game.

In theory that’s all do-able in a single week, but I don’t plan on rushing this one out. Also GDC starts next week, Nintendo is relasing it’s Switch console, so a lot of stuff happening already in the world of games. So for now, I’ll target final week of March for the release.

I might squeeze in a pre-order discount thingie before that, so make sure to sign-up to the newsletter and not miss out on that!

All games should be roguelike-likes-lite-games!

February 17, 2017

This week I added a few of the bonus-area’s. These area’s usually require you to find a specific item, and use it at the right spot. It won’t be easy, and you won’t bump into this on every play-through, but that’s the cool thing about it! READ MORE

Meganoid is alive

February 3, 2017

Right now we actually have a fun playable game, I added the third environment (world) to the game, and improved various graphics and lighting on the first two worlds.   READ MORE

Meganoid returns

January 24, 2017

One of my favorite games returns in a new form, shape, and as a rebooted series. The game development is already in progress so let’s talk about the plans! READ MORE