Hi everyone! Long time, no posts πŸ™‚

I’ve been in a sort of AFK period (at least from games) after the release of A Game of Changes. A mix of post-release depression, venting out steam, crying of failure, feelings of being totally lost, etc etc πŸ˜€


brainstorming, paper version

Anyway, I’ve decided to shoot myself in the foot again and develop a new game πŸ˜€ (gamedevs.. what to do? they just keep going).

I’ve been thinking about this game for a few months, but just left all the ideas hovering in my mind. Yesterday was the day I can say I actually started working on it. Opened my faithful XMind (mindmaping software) and begin to brainstorm and jot down all the loose ideas. Doing this is so good for me. I had a bunch of doubts about the game and things that I could not see working. But once you start writing things down and spend 1-2hrs just in this thought process, more and more ideas flow and new pieces come to “finish” the puzzle.

So now I’m more motivated to actually start it and test the idea on a more serious tone. Today I fired up Godot (gamedev engine of choice!) and began coding what will become the first prototype.

No, its not GTA VI πŸ˜›


One of the reasons I love writing a devblog is so that when the game is finished I can go back and look at the beginning again, see the first shots, read about the problems, etc. So I’m doing the same for this game again, expect regular post from now on.

I’ll just develop it a bit further before announcing the name and starting an “offical” devlog at TIG. For now, it’s codename “Delivery” πŸ™‚

Hi all!

So sorry to not writing again since almost a month!! πŸ™

It’s for a good reason! A Game of Changes got Greenlit (yay!) and I’ve been working non-stop to finish the game and release on time. I’ve to update the game page and stuff like that, but for now I prefer to dedicate all my time to finish the game as best as I can.

Last week it got featured in the HighsightΒ channel and plenty of good feedback was given, so I made even more changes and improvements.

I really wanted to show you some more things, but I hadn’t yet got the time to take proper shots and videos…. a new trailer will also come soon. Here’reΒ 3 small teasers πŸ™‚



Hi everyone!

Plenty of improvements done this week. I sent a playable demo to a few beta testers and got very valuable feedback. Completely revamped the controls of the player and the camera. Everything is much smoother and easier now πŸ™‚

The main menu also got some improvements and feels better now πŸ™‚

In the meantime, I’ve been taking a few more screenshots here and there that show some new levels.


Also trying to improve the water look

On the Steam side of things, the greenlight campaign is really slow. Been trying my best to get the word out, but these kind of niche-oriented games are really hard to be noticed by big sites. And even the medium ones dont make much difference in bringing people to this page and vote.
Anyway, still have hope that it can be approved before the launch date as I would love to integrate achievements and other Steamworks features in it. Lets see πŸ™‚

take care


Hi everyone!

Sorry I’ve been late to write this devlog. Since the launch of the greenlight page part of my mind is (unfortunately) too absorbed with the fact that it is so hard to draw people to it and gather votes πŸ™

Anyway, here are some updates if you haven’t yet seen them at IndieDB or the TIG devlog. I’ve posted a bunch of videos below, but actually they are somewhat outdated already as I have changed a few things based on the feedback I get πŸ™‚

First, there is full support to play the game with just a controller.

Also added a small gift to real I Ching users: after completing the game you can use it for I Ching castings πŸ™‚

And released a first gameplay demo video, showingΒ the 1st level where the basic mechanic is introduced

There’re also plenty of new screenshots that I keep adding to indiedb, the tigdevlog and steam greenlight.


I just finished today the 20 levels that introduce all the mechanics. From now on I can create more complex and challenging puzzles πŸ™‚

This week I’ll also release a private demo for beta-testers. If you are interested in being one, apply here:Β http://goo.gl/forms/ZXjyRvxZ8T

If the game sounds interesting to you, please consider voting on greenlight!

Talk to you soon!!

Hi all!

That’s right, the first trailer for A Game of Changes is now out, and you can watch it below

And more important still, the game is now up for voting on Steam Greenlight, so rush and help it get there πŸ˜€

votegreenDuring the week I did many many changes to the visuals, lots of bug fixes and the translations in all 4 languages are well underway. I’m confident to say that 95% of all the game code and mechanics are done, and now I’ll be able to peacefully focus on level designing πŸ˜€ (well, that and marketing….)

In 2 days I’ll be joining a retreat, so until next wednesday I’ll be mostly offline. Thanks for keeping up! πŸ™‚



Wow so much stuff done this week, it’s the biggest weekly changelog to date! πŸ™‚

First, the “dissolve” tile got a new texture, animation and sound, which looks much better than the previous attempt at doing something interesting.

A new font was selected, not only because it looks better but because it has chinese characters. Yes, that is right, the game will be available in chinese, along with english, german and portuguese πŸ™‚

Probably one of the coolest changes this week, the main character finally got his animations! The game feels much more alive πŸ™‚

Other non-visual updates:

  • I worked on the game description, hopefully made it better
  • a new mechanic was added, which will allow for even more interesting puzzles! Can’t talk about it to not spoil the fun
  • Current level count: 10. 54 to go…

Don’t forget there’s a google form to subscribe to the game’s launch notifications. See you next week or, for daily news, get your info via twitter.

One week passed so here’s another compact summarized devlog for A Game of Changes πŸ™‚

Objects that stand in the way between the camera and the player are now made slightly transparent, so you can always see where you are going πŸ™‚

A new tile effect has been added to aid in the mechanics and create interesting puzzles. You can only step on this tiles once, after they they disappear (need to work on the “disappear” effect, I know). This effect can be applied to any tile, even if it has other functions too.

Yesterday I had to really push my brains to work out a nice flow for the game levels. Its not easy adapt the I Ching to a game because the player could get stuck very easily. I had to use a huge paper to draw the level’s connections and understand where problem might occur


With that solved, I added to the game another important aspect of the I Ching: changing lines. With that, I introduced the first pickable object, after which you can toggle to change lines in the final hexagram. Demo video:

Next week I hope to show you some better animations as I expect to have the character walking animation ready πŸ˜€

Don’t forget there’s a google form to subscribe to the game’s launch notifications. See you next week or, for daily news, get your info via twitter or the devlog at tigsource.