RT @mwegner: PSA: Someone was able to access the TIGSource forum admin tools and dump ~4% of the users table. Details here: t.co/C… (Yesterday)

@rustym @ADAMATOMIC what adam needs to do here is perform a one frame reboot even though it says not to turn his PC off... aaaand HE GOT IT (2 days ago)

@DylanGedig NO NOT STEAM TOO AAAUUGHG (2 days ago)

Shout outs to all the cool software that changes my microphone levels behind my back even when I change every setting I can find to stop it. (2 days ago)

@ADAMATOMIC t.co/8Mvq4fWazW (2 days ago)

@konjak never dad!!1 (2 days ago)

@konjak UGH I used to play thunder force 3 and 4 over and over again just to hear the music (2 days ago)

RT @saint11: Another tutorial! This one's a little more complicated, about how to make a minimal attack animation. #pixelart #tutorial http… (2 days ago)

@PCULL44444 ehhhhh I'll wait until it's $49.92 (2 days ago)

@TommyRefenes t.co/Nr3oDqNIpE (2 days ago)

@saint11 Patreon seems like a thing you can just try out and see if it works, if you're not feeling it just close it down. (2 days ago)

can baby otters be twitch partnered t.co/oyOkxxT7Pk (3 days ago)

@ardhous haha wow bullet point email that's brilliant! (3 days ago)

@theBanov yo hit me with two dots and a hash walk a cow through the garden hold the grass and a side of frog sticks (4 days ago)

RT @Jonathan_Blow: Richard Garfield on abusive game design: t.co/bXeJL1vSGH (4 days ago)

@nnnehpe ballmer's rollercoaster (4 days ago)

just drank an energy drink so lets see if i can program or if i have a panic attack!!1 t.co/KCzcZIo4a3 (4 days ago)

@ADAMATOMIC wait the song from the "do you have any special talents" video? (5 days ago)

@eigenbom @McFunkypants eh might be random, wouldn't be the first time (have had this kinda thing since high school p much) (5 days ago)

@eigenbom wooohooooo makin games in fun on a bun *takes 20 different colored pills* (5 days ago)

posts tagged with: gamedev

2016 - 8 - 9 / 11:04 am / general

Dev Log: Demon Animations

Dev Log: Demon Animations

Things are progressing! I've just been forgetting to document it on my blogosphere. I have some catching up to do!

Last week I finally tackled the animations for the demon sisters.


Luckily I made a base template for all the sky sister animations, so this process ended up being a lot less painful than I thought it would be. All together it only took me a solid day of work to get together all the animations for the demons, and the demons actually have less frames than the angels so that made it all the more easier.

The task list continues to shrink!

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2016 - 7 - 28 / 7:23 pm / general

Dev Log: Secret Power Ups

Dev Log: Secret Power Ups

I finally got back to my development stream after what feels like a super long hiatus. Today I worked on some effects for one the end of Super Sky Sisters.


After defeating the demon sisters the players will receive the ultimate orb power up that basically transforms them into gods. The next step is work on the ending sequence that happens when you've activated this power up, and this will be the second of the two endings in the game.

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2016 - 7 - 20 / 9:07 am / general

Travel Pillow Mock Up

Travel Pillow Mock Up

As I work on finishing up Sky Sisters I'm dreaming of what games I want to work on next. The first game that I've talked about here is my dice based RPG type game, but another one is a new platformer exploration kind of game.


See the full version here.

After Sky Sisters is done I'm going to work on two projects at the same time if I can manage it. The main reason I want to do this is because I want to have some sort of platformer game spun up along side my weird dice RPG game. The dice RPG game is a cool idea, I think, but the design of it is largely a mystery. There's a lot of unanswered questions, and a lot of issues that need to be solved. I'm guessing this is going to be a little bit frustrating, so I want to also have a project that seems more straightforward. Usually when I'm making a platformer there's way less "mystery" in the design. Having something more grounded to work on when I'm not feeling the tougher design seems like a good idea, but only time will tell!


2016 - 7 - 16 / 10:33 am / general

Dev Log: Background Stuff

Dev Log: Background Stuff

Going to be honest and say July has been kind of a crap month for game development. I think it's been a good month overall so far, but it's been full of crazy distractions. I'm on another break this weekend as I hang out with a bunch of people watching EVO, so I'm still not surrounded by a lot of time to work on stuff... and there's another slight distraction known as Pokemon Go which I've given into since it motivates me to walk around the city a lot more.

Anyhow here's some new stuff for Super Sky Sisters. I'm working on new backgrounds to change things up as players progress through the game.



Hopefully I can get back on track pretty soon after EVO wraps up, and then I have a pretty long stretch of undisturbed time until PAX!

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2016 - 6 - 29 / 8:41 pm / general

Dev Log: Sky Sister Portals

Dev Log: Sky Sister Portals

As I gather more feedback and suggestions my task list for Sky Sisters unfortunately is exploding with tasks and bug fixes! I'm having a lot of fun working on the game but by now I'm getting itchy to finish it. Remember when like, last year, I was going to finish it and put it out there? Well, so much for that.

One of the pieces of feedback that has been lingering for awhile is addressing what happens after a boss fight. The original idea was that after a boss fight far enough into the game an exit portal would open up and you'd have the option to take it and end the game. By doing this you double your score and officially "survive" the game. If you waited long enough then the exit portal would disappear and your next chance to take one would be after the next boss fight.

The whole "waiting around until the exit portal disappears" wasn't really working out that well. It was tough for players to understand it, and a lot of times they would accidentally miss their chance to take the portal because they didn't know how to use it right away. So now I've taken out the single exit portal and I've replaced it with two portals.


The portal with the skull on it takes you further into the game and you will face tougher challenges and more bosses, and the portal with the heart is the path to salvation. I've also made some overall changes to the game's timer system that lets the players wait as long as they want to make their choice. The game now only counts "survival time" which means the game timer only ticks when you're facing a threat. Otherwise it will wait around for you to move on.


I've also made a change to the way that the sky backgrounds work. Before it would slowly fade through a number of color palettes, but now I change the palette of the sky after taking the skull portal. The sudden change in the sky color after taking a portal feels like some form of progress, I think. There is some demand for more background art, but we'll see if I can get that far.

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2016 - 6 - 25 / 11:33 am / general

Dev Log: Tougher Foes

Dev Log: Tougher Foes

Part of adding more stuff to Sky Sisters was the addition of yet another difficulty level beyond "Impossible." It sounds crazy, but I do want to make sure that people that put a lot of time in the game have a lot to get out of it. This new difficulty mode doesn't have any effect on unlockables or achievements in the game, and is really there just for an insanely tough challenge.

I wanted to make this mode unique somehow so I spent some time making "elite" versions of all the enemies in the game.


These enemies have more aggressive attack patterns and will ruin your day a lot faster if they're not dealt with immediately. You can actually run into these enemies in a normal playthrough as well but not until you've made it far into the game. The game does allow you to keep going as long as you can survive, so eventually you face harder versions of the bosses, and now you can face harder versions of the regular enemies.

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Hi! My name's Kyle, and I make video games most of the time in Denver, Colorado. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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