Pinned Tweet
I made the decision to delete my twitter account within the week and switch to blue sky.
bsky.app/profile/grabbus.bsk…
Sorry for the inconvenience, but this platform has become unsuitable for promoting my game. Be sure to follow so you don't miss the big demo!!
NEW VIDEO! A 4-floor tower clear is shown!
youtube.com/watch?v=wBgdFYX_…
Grabbus retweeted
I made the decision to delete my twitter account within the week and switch to blue sky.
bsky.app/profile/grabbus.bsk…
Sorry for the inconvenience, but this platform has become unsuitable for promoting my game. Be sure to follow so you don't miss the big demo!!
Listening to election coverage while playing a certain enemy-dodging auto-shooter.
That's TWO halls of torment!
I spent today in deep contemplation, sketching the upgrade screen graphics and UI!
Simple controls compatible for KBM and Gamepad, all info conveyed, a space for everything, and an aesthetic all its own.
It could end up being a very beautiful part of the game.
New mechanic involving "Potency Containment" Normally this stat only governs potency drain-on-use rate, but it will now also affect fusion potency bonus. If items part of a fusion are above your containment threshold, that will reduce the resulting item's potency from baseline.
The idea of the containment stat is to be an upgradeable "soft cap" for item power. So that needs to work with fusion as well, since fusion gains can be very gainly indeed.
Another nerf!
Before, dropped loot potency was rolled from 100% to (Difficulty)% evenly. Now, since there are a greater number of ways to increase loot potency... the worst of two rolls is used!
I'm gonna have to rely on others to tell me if Grabbus is fun, cause when you build and test something for years, you form a very different relationship to it. Can't see it with fresh eyes. Even the idea of doing an extended playtest of my own has me like "uuuuuuuuhh"
Success!!!!!!
All the existing stats have been reviewed and rebalanced, with new ones added and made fully functional. All hooked up to the ever-expanding grid of passive upgrade nodes.
Grabbus now lets you grind forever! (If you want)
You'll be glad to know that if you reset your upgrade board and lose your inventory capacity upgrades, your items will stay in your pouch until removed. The capacity ONLY determines whether you are allowed to pick up another item, not directly how many you are able to hold.
I wonder how many lines of code I've written for Grabbus... Even for what must seem like a simple game, there is a great deal of detail put into its systems.
It's easily the most complex thing I've ever assembled, by a LOT.
I thought I'd feel more overwhelmed by now, but nah...
TREMENDOUS progress!!
All of the data-handling and "viewfinding" for the upgrade grid is complete.
The next step is to hook this into the existing power-ups from the "blueprint era", while adding some new ones.
After that, buttons and graphics!
New balance change!
You already get bonus items from collecting quantagons(money) past your wallet, if the excess cash meets the threshold of a third of your wallet size.
The bonus item is now boosted based on the amount of excess currency needed to form it!




