Sandor Szigeti (SandorHQ)

Sandor Szigeti (SandorHQ)

@sandorhq.bsky.social

Solo game developer. Working on Bane of Antagon, Dragon Riddler and Fragnarök. Hungary/EU

153 followers142 following1K posts

Anyone else having issues uploading builds to #Steam? I uploaded a new build and set it as beta, as I've done dozens of times, but it doesn't show up in the Steam Client. The branch isn't password-protected. I saw a timeout during upload, but it resumed and reported success.

Sandor Szigeti (SandorHQ) reposted

Opinion: #steam Next Fest needs a rethink. Too many demos feel undercooked, attention goes to the same 5–10 games covered by streamers and press. #Indiedevs need more effective guidance and a fairer shot at genuine visibility. If you participated, did it actually boost your wishlists? #gamedev

Sandor Szigeti (SandorHQ) reposted

The onslaught of slop in #SteamNextFest is something terrible. But a reminder: on Wednesday Valve will enable personalized feeds! Make sure to wishlist games that you enjoy to help the algo give you solid suggestions, and also mark games the kind you don't want to ever see with "Ignore"!

Hey, #Godot Android devs! During development, how do you access files (e.g. save) in user://? I needed to use cmd.exe and `adb exec-out "run-as com.x.y cat files/backup.tar" > saves_backup.tar` just to get my stuff. There has to be an easier way.

Sandor Szigeti (SandorHQ) reposted

Testing out Time trial racing, but forgot to limit the amount of "enemy car" spawns 😁 This is Ashworld 2 btw, coming along nicely! Post apocalyptic open world with a story line, survival, and now racing! #indiegames #gaming

Sandor Szigeti (SandorHQ) reposted

What area of Godot do you think it needs the biggest improvement?

I ported Dragon Riddler (#Godot) to mobile, but now I'm worried about mobile piracy. I hate ads, and planned to make DR premium, around $3. But, a pirate may steal it and publish it as an ad-supported title, earning ad revenue.

I can swallow the shame of pirates offering my game for free, but at least they shouldn't make money from my work. So should I betray my own principles and release DR with ad support? Then the pirate simply hijacks the ads, and I'm making their life easier.

In Dragon Riddler each unlocked Gate reveals a prophecy that's vague in early regions, but becomes more specific as the hero progresses. Knowing the breed of the final dragon lets you choose equipment and skills to your advantage.

"[Mike] Singleton designed [The Lords of Midnight] the game, wrote the novella/manual, and developed 'landscaping' in the last three months of 1983. He wrote the code in the first three months of 1984..." It only took him 6 months to create that masterpiece.

Sandor Szigeti (SandorHQ) reposted

Hello! Do you like building stuff from plastic bricks? Well, maybe you'll also like to know that... 🧩 FOLLOW THESE STEPS demo is now available! 🧩 It's a chill, relaxing puzzle game with no stakes, just putting things together. Available on Windows, Linux, macOS. #indiegame #gamedev #puzzle

I managed to optimize the binary word db of Dragon Riddler from 17Mb to 6Mb. Also drastically optimized its memory handling, and now the game can run on my weak Lenovo tablet too. This was hard!

Dragon Riddler touchscreen tooltip use cases: * user configurable: longpress or double tap * longpress, while held, allows hovering over other tooltip areas to activate them: tooltip surfing * toggle button highlights tooltip areas #GodotEngine #mobiledev #gamedev

I'm *really* curious if Dragon Riddler proves to be viable on mobile as a commercial product. I've spent the last couple of days porting, and mobile is a super challenging platform that requires a *lot* of alternative solutions and extra considerations.

While Dragon Riddler was running fine on a phone, it crashed on a tablet. Turns out DR is a memory hog, and the tablet is weak. I need to optimize DR's word database for better memory handling. This is most unexpected. I didn't think I'd ever stumble into a memory issue. #GodotEngine

In my experience, there are about 1 million edge cases when implementing tooltip support for mobile, not counting device peculiarities. I'm now handling about 90% of them in Dragon Riddler. #gamedev #GodotEngine

Just saw an old video of Jonathan Blow quoting John Carmack, and I disagree. :) Their point: write long functions instead of splitting them up. Good points are made, but I prefer C#-style local functions, even if I have to fake them in GDScript with fugly function names.

I'm quoting from "The Coming Race" by Edward Bulwer-Lytton: "The city was large in proportion to the territory round it, which was of no greater extent than many an English or Hungarian nobleman's estate;" I was surprised reading this.

On a whim (of madness), I started porting Dragon Riddler to mobile. Handling safe display area (including screen corners) is tricky. But I might succeed. Many people said Dragon Riddler is for mobile. It only took me 2 years to try.

`ffmpeg -i "input.mp4" -an -vf "scale=-2:480,fps=15" -c:v libvpx-vp9 -crf 32 -b:v 0 "output.webm"` This configuration discards the audio and generates a webm of 480 height with preserved aspect ratio. (ffmpeg is easy to use with WSL on Windows)

When running a Steam playtest, every release asks me to write a public announcement. But where are those supposed to appear? #SteamUX 🤡 Anyhow, I hope I just fixed a tooltip positioning bug in Bane of Antagon.

Does anyone find the Steam Sales Report usable? This is the most confusing heap of random numbers that doesn't tell me how much money I'd actually receive. I showed the latest report to an LLM, but it had to guesstimate the amount. Why is there no "balance held" number shown?

Sandor Szigeti (SandorHQ) reposted

One week left until The Blessed Fool is released. I'm so glad I finally finished this project — it took me 2 years. Two feelings are boiling inside me: joy and shame. Below is a short story of how these two years went, and why shame outweighs joy in me🧵 #pixelart #gamedev #gaming #indiegame

Sandor Szigeti (SandorHQ) reposted

Today is #HobbitDay because Bilbo and Frodo Baggins were both born on September 22nd. Normally we'd shire a hobbit pun or two but it might just feel like a tolkien gesture and we don't want to embarrass our elves. Anyway it's a good day to come and boromir #Tolkien books. 📚

A clandestine way to radicalize a population is using the pendulum effect. Push them far in one direction, and watch with glee as they furiously yank it to the opposite extreme, believing they're sovereign. All is well. Tremble and obey. You'll own nothing, as you are nothing.

The 1st public playtest for my upcoming game prototype, Bane of Antagon, has started! Open invitation: store.steampowered.com/app/5003190/... It's an early prototype / proof-of-concept build, so I need honest feedback above all else. No praise needed. If it sucks, please tell me! #GodotEngine

store.steampowered.comBane of Antagon on SteamAll the fantasy tropes: explore and prepare for the clash with the Ultimate Evil in this soulslike adventure. Turn-based combat features a refreshing take on the well-known dice poker (Yahtzee) system...

I was just notified that the Steam page for the Mac version incorrectly reported that the game was incompatible with recent macOS versions. Turns out, I forgot to configure the "Supported OS" section on the *main* page, and only the *playtest* version was completed. Steam UX. Horrible.

It's surprisingly hard to express seemingly simple concepts as timed status effect durations in a turn-based game. The cognitive load this could put on a player's mind is ridiculous. Maybe if I phrase it something like "active until end of turn X" instead of "duration: 1/2"?

The first public playtest of Bane of Antagon is about a week away. Having multiple games/demos on Steam (each with modest or missing successes) I wonder if it'll be easier to cope with whatever reception my new offering is going to get. #gamedev

TIL: Using a Chinese font in a Godot game (to support zh_CN) almost doubles the default font line height. Not sure if this is a bug or a feature, but it's very annoying. Tried multiple approaches, nothing helped. So I'm dynamically swapping the fonts now, and it feels dirty.

I had to disable MSDF for all fonts in Bane of Antagon. While in theory MSDF produces superior, crisp text, in practice, many visual artifacts pollute many characters. I hope this gets fixed eventually. #GodotEngine