Since Castle Kellmore released on Playdate, I have had a lot of interest in the technical aspects of its rendering system. So I thought I would give a brief insight into how I made it look as good as possible, while (mostly) keeping to 50 frames per second. Intro The aim of the game is to wander through a grid-based maze, finding keys to unlock doors, and weapons to help you fight the hordes of…
Hi there, brand new day, brand new site, brand new post. I am writing this upon creation of this site, on the 7th May, 2025, the day after the release of my second game, Castle Kellmore. This space is where I will be showcasing new prototypes; devlog updates of games I am working on; articles on programming, physics, art, etc; and anything else I fancy. I am more than happy to hear feedback from…