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TinyDragonMagic

@heidew1zzka.bsky.social
104 followers 59 following 211 posts

Indie game dev making strategy games. store.steampowered.com/app/4502550/… www.tinydragonmagic.at

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Reposted by TinyDragonMagic
Jasmine Cooper @perennialcoop.bsky.social · 14/09/2026
Quick warm-up ditty I made inspired by @heidew1zzka.bsky.social's Kingdom of Krawall! Didn't realize it at the time, but TinyDragon's sfx are absolutely adorable. Wanted to make sure they could be heard. #indiedev #gamedev #composer
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TinyDragonMagic @heidew1zzka.bsky.social · 18/08/2026
What would a strategy game be without a world map? Thanks @citrionmc.bsky.social for creating it! And honestly, it’s a banger. #indiedev #gamedev #StrategyGame #4X #gameui
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TinyDragonMagic @heidew1zzka.bsky.social · 16/08/2026
My playtesters asked for it… As more and more content gets added to the game, it becomes harder to remember everything. So here it is: the in-game knowledge base. #indiedev #gamedev #playtesting #gameui #StrategyGame
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TinyDragonMagic @heidew1zzka.bsky.social · 15/08/2026
Finally, my faction AI intentionally attacks other factions. It’s funny to watch them go off on each other instead of just quietly building. There are still tons of problems, but the next important step is done. #indiedev #gamedev #gameai #StrategyGame #4X
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TinyDragonMagic @heidew1zzka.bsky.social · 14/08/2026
A few upgrades on a village can make it feel really powerful. But I don’t think the other factions liked it as much as I did. So I parked a Water Crystal Golem there. Just in case. #indiedev #gamedev #StrategyGame #4X #gameart
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TinyDragonMagic @heidew1zzka.bsky.social · 13/08/2026
The new golems slap really hard. The biggest ones, called Blood Crystal Golems, can handle multiple enemies at once, and the new map, Golem Crater, is pure chaos with constant battles. It feels a bit like chess… if chess had giant angry rocks. #indiedev #gamedev #StrategyGame #4X #gameart
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TinyDragonMagic @heidew1zzka.bsky.social · 09/08/2026
It’s funny — at first, it always looks horrible, and I have no idea how it could ever turn into something nice. But after a few iterations, I usually end up loving it. These are the new golems. #indiedev #gamedev #gameart #creaturedesign
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TinyDragonMagic @heidew1zzka.bsky.social · 04/08/2026
The golem card visuals went through a few iterations. Looking at them side by side, it almost feels like watching a card evolve. #gameart #carddesign #indiedev #gamedev
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TinyDragonMagic @heidew1zzka.bsky.social · 03/08/2026
This little worm… The first time it manages to build an economy, train ships, and leave its island, it immediately attacks me. I think it took the game’s title a bit too seriously. #gameai #gamedev #indiedev #4X #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 02/08/2026
Why does it not build the sawmill?! Building player AI is quite tough, especially when it needs to make dynamic decisions based on its surroundings. Without custom debugging tools, I would have no chance. #gameai #gamedev #indiedev #debugging #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 01/08/2026
Finally, base production feels more balanced. Next stop: leaving the island. #gamedev #indiedev #4X #gameai #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 31/07/2026
Now my in-game AI is obsessed with houses. I asked it to build an economy, and apparently it decided the solution is: more houses. #gameai #StrategyGame #4X #Godot
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Reposted by TinyDragonMagic
CitrioN @citrionmc.bsky.social · 30/07/2026
Building a game without a settings menu? You’re not alone - it’s often skipped because it takes too long to create. But even prototypes, demos and playtests benefit from one. My #Unity asset lets you add a functional settings menu in minutes. No more excuses. Details in first reply ⬇️ #gamedev
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TinyDragonMagic @heidew1zzka.bsky.social · 30/07/2026
The player AI did not get the memo. Instead of placing lumber camps around the sawmill, it proudly built sawmills around the lumber camp. #gameai #StrategyGame #4X #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 26/07/2026
Uff, making player AI for a strategy game is tough. My first approach was way too short-sighted, so I started over. This new version already looks much more promising: it can expand decently well without overspending. #gameai #StrategyGame #4X #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 25/07/2026
I added these big hairy Moomaths to the game. They are strong, fluffy, and currently very badly named. What would you call them? #ScreenshotSaturday #creaturedesign #indiedev #gamedev
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TinyDragonMagic @heidew1zzka.bsky.social · 24/07/2026
Stacking gold is fun. But it also paints a giant red X on your back. Yellow had tons of money, didn’t invest enough into units, and Light Blue happily took it all to build a game-ending fleet. #StrategyGame #4X #playtesting #gamedesign #indiedev
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TinyDragonMagic @heidew1zzka.bsky.social · 23/07/2026
Blue looked unstoppable. Better units, more resources, and almost Purple’s palace. But Purple held on, built ships with every spare resource, and then took Blue’s palace in one swift attack. #StrategyGame #4X #indiedev #gamedev
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TinyDragonMagic @heidew1zzka.bsky.social · 22/07/2026
Some neighbours in Kingdom of Krawall really know how to keep things peaceful. Green and Pink were fighting from the beginning to the end of the game. A beautiful friendship. #StrategyGame #4X #indiedev #gamedev #WishlistWednesday
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TinyDragonMagic @heidew1zzka.bsky.social · 21/07/2026
With the new gold mines, some playtesters immediately turned into gold goblins. First, secure a gold vein. Then stack gold to secure more gold mines. Then stack even more gold. Perfectly reasonable strategy. XD #KingdomOfKrawall #StrategyGame #4X #playtesting #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 20/07/2026
Started implementing the player AI. The first thing it did was place raider ships next to my palace. It wasn’t a smart decision, just a coincidence… but it still felt personal. #gamedev #indiedev #gameai #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 19/07/2026
When I look at these screenshots, the difference feels so subtle. But in-game, it changes the atmosphere a lot. Some visual tweaks really make you feel like you’re going insane. Glow or no glow? #gamefeedback #gameart #indiedev #gamedev
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TinyDragonMagic @heidew1zzka.bsky.social · 18/07/2026
Gold veins, treasure villages, and thick walls are now in the game. It has never been a better time to become a gold goblin. #ScreenshotSaturday #StrategyGame #4X #indiedev #gamedev #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 17/07/2026
I can’t stop iterating on the visuals. This time I added ambient occlusion shadows, which give the whole scene more depth. What do you think? #indiedev #gamedev #gameart #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 16/07/2026
Loving the built-in debug tools of game engines. #gamedev #indiedev #debugging #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 15/07/2026
Gold veins are the first anomaly that produces treasure cards. Combined with the treasure village, you can now fully embrace the gold goblin playstyle. #wishlistwednesday #goldgoblin #indiedev #gamedev #WIP
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TinyDragonMagic @heidew1zzka.bsky.social · 14/07/2026
The last trading village was basically a money glitch… So I tried to keep it simple and open up more strategies instead of just producing coins. Now you can buy random cards with coins, which is a great way to avoid spending your important servants. #StrategyGame #4X #gamedev #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 13/07/2026
Last week I posted the new raiding ships, and some of you gave feedback that they didn’t look menacing enough — or that they were too similar to the other ships. This is the next iteration. What do you think? #KingdomOfKrawall #indiedev #gamedev #gamefeedback #blender
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TinyDragonMagic @heidew1zzka.bsky.social · 12/07/2026
Small milestone reached: Kingdom of Krawall now has 200 wishlists after 3 months. Not gonna lie, I hoped things would go a bit differently, but marketing as a solo dev is an entirely new beast to slay. But still: celebrate the wins as they come. #KingdomOfKrawall #indiedev #gamedev #Steam
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TinyDragonMagic @heidew1zzka.bsky.social · 10/07/2026
This is how my Steam capsule variants look in the real world. Which one would you pick? #indiedev #gamedev #Steam #gameart #WIP
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TinyDragonMagic @heidew1zzka.bsky.social · 09/07/2026
After doing a few iterations each day, I slowly figured out more and more what I could improve. These are the variants I ended up with next to the version I started from. What do you think? #indiedev #gamedev #Steam #gameart #WIP
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TinyDragonMagic @heidew1zzka.bsky.social · 08/07/2026
Sometimes iterations can be so frustrating. I knew something was off with my Steam capsule, but I couldn’t figure out how to fix it. And somehow every change I made seemed to make it worse instead of better. #indiedev #gamedev #devlog #gameart #WIP
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TinyDragonMagic @heidew1zzka.bsky.social · 07/07/2026
Village upgrades worked fine… until we tested them on larger maps. Suddenly one tile with a trader village produced 44 coins, which is insane. Another balance problem found the hard way during playtesting. #gamedev #gamedesign #gamebalance #indiedev #WishlistWednesday
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TinyDragonMagic @heidew1zzka.bsky.social · 06/07/2026
Players don’t pick a fixed faction at the start. They shape their faction during the game. Villages can now be upgraded in different directions, each with unique bonuses — but you can’t have them all. #gamedev #gamedesign #indiedev #StrategyGame #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 05/07/2026
Raiding ships next to the standard ships. Do you think they should look more impressive? #indiedev #gamedev #gameart #shipdesign #WIP
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TinyDragonMagic @heidew1zzka.bsky.social · 05/07/2026
The game got slower after adding defensive buildings. That’s not exactly where I want it to go, so I’m testing ways to break strong points. One option: raiding ships. #gamedev #indiedev #gamedesign #playtesting #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 04/07/2026
Placing a unit now directly shows where it adds power, who currently has the leading power, and whether the tile becomes attacked or defended because of the change. Hopefully this makes the power dynamics much easier to read. #screenshotsaturday #indiedev #gamedev #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 03/07/2026
Playtesters struggled a bit with understanding the power dynamics, so I made another iteration on the power overlay. Now let’s see if this version communicates things better. Join the Discord if you want to help playtest. #indiedev #gamedev #playtesting #TurnBasedStrategy #ShortSession
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TinyDragonMagic @heidew1zzka.bsky.social · 02/07/2026
There’s something very satisfying about finally walling in your palace. Probably not a good sign for my rulers. #indiedev #gamedev #Godot #WIP
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TinyDragonMagic @heidew1zzka.bsky.social · 01/07/2026
I added a little “zoo” as a dev tool to compare game elements without starting the whole game every time. Here’s the wall section — how the walls look alone and next to each other. Small tool, big workflow improvement. #KingdomOfKrawall #indiedev #gamedev #Godot #WIP
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TinyDragonMagic @heidew1zzka.bsky.social · 30/06/2026
Someone suggested adding clearcoat to the shaders, so I gave it a quick try. Not fully convinced yet, but the experiment sparked a few new ideas I want to test. Any suggestions? #KingdomOfKrawall #indiedev #gamedev #Godot #Shaders
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TinyDragonMagic @heidew1zzka.bsky.social · 29/06/2026
Answer to yesterday’s post: I added bevels to the most prominent edges. They break the light a little differently and give the buildings more depth. It’s barely noticeable, but it makes a big difference to the overall feel. #KingdomOfKrawall #indiedev #gamedev #Blender #WIP
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TinyDragonMagic @heidew1zzka.bsky.social · 28/06/2026
Another tiny building detail added. It’s easy to miss, but it helps the world feel a little more detailed and alive. Can you spot it? #KingdomOfKrawall #indiedev #gamedev #Godot #WIP
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TinyDragonMagic @heidew1zzka.bsky.social · 27/06/2026
I added fortifications to Kingdom of Krawall: walls, keeps, and a little bit of hope. After a heavy investment, players can now feel safe for at least one tile. #screenshotsaturday #indiedev #TurnBasedStrategy #ShortSession
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TinyDragonMagic @heidew1zzka.bsky.social · 25/06/2026
Uff, adding contact shadows to the clouds was a real game changer. The whole board suddenly feels much more alive, with a stronger sense of depth and space. What should I try next? #indiedev #gamedev #gameart #WIP #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 24/06/2026
I even tried adding contact shadows to the mountains. It’s a small change, but it helps them sit better on the board and adds a little more to the atmosphere. #indiedev #gamedev #gameart #WIP #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 24/06/2026
Once the glow was in, the next problem became obvious. The objects on the board needed a stronger visual anchor, so I added contact shadows to ground them better. #indiedev #gamedev #gameart #WIP #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 23/06/2026
Next to the UI, the glow feels much stronger than on its own. I think it adds to the mystical mood, but it also loses a bit of saturation. Still trying to find the right balance. What do you think? #indiedev #gamedev #WIP
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TinyDragonMagic @heidew1zzka.bsky.social · 22/06/2026
Playtesters wanted more defensive options, so I added fortifications. #indiedev #gamedev #WIP #Godot
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TinyDragonMagic @heidew1zzka.bsky.social · 22/06/2026
I’m not an artist, so refining my game’s visuals is a lot of trial, error, and tiny steps. Trying to capture an ancient board-game look with a subtle mystical mood. Added a bit of glow today — barely noticeable, but it already changed the atmosphere. #indiedev #gamedev #indiegame #gameart
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