• #MachiaVillain: how to attract vict…err visitors

    We have two different types of visitors to the manor: “victims”, and “hunters”. Victims are basically food, and in a management game like MachiaVillain, it’s best if food doesn’t completely randomly drop by or not. So we found a way for players to have a say in when and who drops by: advertisement ! The first step…

  • Our precioussss: #MachiaVillain Gold storage

    Since our victims now leave some loot behind, and gold doesn’t just appear in the GUI anymore, there are shiny piles on the floor ! To avoid the manor turning into a cluttered mess, we have basic storage pallets, that can be gold specific: (we told you it was basic) But treasure chests can contain more…

  • Night and Day cycle #MachiaVillain

    Night/day cycle makes for a very soothing gif… (until you notice the weeping angel I guess). Our 100%spamless mailing list ^^

  • Art tweaks (2) inking

    We liked the overall aesthetic of the game, but we felt it was a bit to “clean” for our theme. So we have been changing the inking style for something a little more gritty, but still easily readable when zoomed out. What do you think ?

  • Art tweak (1) walls

    In the Ludum Dare version of MachiaVillain (named The Villain’s Rules at the time), we had weirdly angled wall. Since the map was completely fixed, it wasn’t a problem: But giving the player freedom over the mansion’s architecture required to use square tiles… which meant straight walls. We still missed the wonky look of the game…

  • Back from Rezzed !

    We’re back from Rezzed, and completely pumped up ! There is no better motivation than meeting players and see them enjoying your game ! And we learned a lot by observing players reflexes, and we got some ideas on how to improve the GUI (which will definitly need several iterations). We also met a lot of journalists, and…


     

Sign up to be kept up-to-date with news and offers, 100% spam free!!