Regem Ludos features a battle system with a lot of things all going on at the same time. There are cooldown bars filling or emptying at all times. Enemies are targeting your party, jumping around the screen and dropping your hp bar. All characters have different abilities that do different things, and take varying amounts of time. Status effects morph and change the battle field as time goes on. And so much more than I can succinctly put here. It's a lot to process!
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Regem Ludos Dev Blog: Battle System and Async Processing
Game Release: Ultra Elasticity
There's a new game in town: Ultra Elasticity!
This is a modern take on the classic game of Breakout, themed around space, with a few new mechanics to keep it interesting.
Much like Breakout, Ultra Elasticity is a game about bouncing a rotating energy ball off of a spaceship's shield, whic
Video Game Startup Times: A Modern Catastrophe
Go into Steam right now, double click any AAA game from the past few years, and silently count in your head how long it takes that game to boot into the menu. And not even into a place where you can take control; count until your screen renders "the game" instead of a splash wi
Regem Ludos Dev Blog: Rpgscript
Welcome to the first post in a series about the tooling used to build the game Regem Ludos. The game runs in a web browser and does not use a commercial engine, so there are various assorted tools that are cobbled together that constitute the development process. These posts are about those tools.
I'd like to start this off by identifying a problem. A tool, after all, is something we can use to solve a problem. And that problem is: how do you define, store, and run a c
JS13K 2025 Post Mortem: Witch Potion
My JS13k 2025 entry for the theme "Black Cat" is the game Witch Potion.
It's a minimalistic, dialogue choice driven game about becoming a witch and mixing potions. As always, I used this competition as a tool to explore
Revirtualis Blog Launch!
Official launch of the Revirtualis blog