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Backfire

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Devlog

  • Boards That Shape-Shift, Spells That Aren't Just Triples
    April 03, 2026 by frolicphoenix#devlog, #draftscreen, #prototpye, #mvp
    Devlog #3. Two big systems went in this week: procedural board generation and the grimoire pattern matching system. Boards are no longer one shape The prototype had one hardcoded rectangular grid. Eve... Continue reading
  • 31 Assets, Zero Hardcoded Values: How ScriptableObjects Changed Everything
    March 29, 2026 by frolicphoenix#devlog, #systems, #scriptable objects, #unity
    This is devlog #2 for Backfire. Last time I talked about where the idea came from and what the core loop feels like. This time I want to talk about something less glamorous but just as important: how... Continue reading
  • How a Party Game Tile Puzzle Became a Roguelite Where Your Spells Kill You?
    March 24, 2026 by frolicphoenix
    1
    #devlog, #game-design, #roguelite, #puzzle, #indie, #unity, #prototype
    This is the first devlog for Backfire, a roguelite puzzle game where tile-matching is your combat system, and your most dangerous enemy is your own casting circle. I want to use this post to talk abou... Continue reading
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