Molusco Gamestudio's blog

Indie games that cater to nobody but me

Work is NOT being done

27 / October / 2025 — Compi

I was on holidays so I didn't made any progress. I expect to return to work as soon as I catch up with my -actual- job.

I had a few ideas for music and style. I like the cute "Nigel & Marmalade" style, and it's crazy denizens. Also the Pikuniku soundtrack.

Anyways... nothing to see here, move on, move on please.

Tags: wizard

Work is being done

24 / September / 2025 — Compi

I did some work. Mostly in the game design document, defining the mechanics and the spells. So far there are 50 spells and I don't know if I'll get to implement every one, but so far these three are implemented:

  • Telekinesys: target an object and make it fly and move it to another place. Useful to move things around.
  • Shrink: reduce yourself to one fifth of your regular size (and your speed). Use it to hide and to pass through small crevices.
  • Swoosh: hurl yourself flying in a straight line at high speeds. Maybe useful to cross a chasm or to get away from danger.

Now the un-fun begins. The prototype seems to work and now I need to put some elbow grease on the programming. I need to write a few state machines to make things right. This will take some time. Some boring, boring time.

Tags: wizard

The chosen one

19 / September / 2025 — Compi

Predictably, the one game I chose as a starter, was the unnamed wizard game. I started prototyping the engine and writing some definitions, including a game design document.

So far, it's nothing more than that: just a prototype using Kenney's 3D assets. The main goal is to test if the core game is fun or not: solve puzzles and don't get killed using magic in a dungeon.

Here's a quick demo:

Tags: wizard