Sign in

tentmanstudios.bsky.social

@tentmanstudios.bsky.social
30 followers 64 following 30 posts
PostsRepliesMedia
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 07/09/2026
Come and check out Astronomiroll as part of the Indie Games Feedback Jam: itch.io/jam/feedback... #indiegames #gamedev #indie #gaming tentmanstudios.itch.io/astronomiroll
1103
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 30/08/2026
New Teaser Trailer for Astronomiroll 🚀 🎲 Check out the latest version of the game and see if you can get the high score :) #indie #gamedev #gaming #dice #trailer youtu.be/mm6cChk930M
youtu.be
Astronomiroll Teaser Trailer - Pre-Alpha
YouTube video by tentman TV
0133
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 08/08/2026
That’s a good question. The plan has been for only the stacked booster cost will scale. But now I’m thinking that could be fun for boosters that are put in cargo and above the ‘limit’. Perhaps the cargo capacity limit is enough of a Tadeo though. Will have to playtest that
000
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 08/08/2026
Got both stacking and replacing. But I’ve been thinking that stacking the same booster costs more each time. Hoping to create a synergy machine with fun trade offs and opportunity costs
211
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 08/08/2026
Absolutely. Gotta take advantage of the time we do have and make the most of it
010
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 08/08/2026
Agreed. I’m trying to lock down two final UX elements before a content push. I’m thinking a modifier could be fun. I like the idea of another design and gameplay axis. For other types of flavor I’m thinking different ship types that could have different sizes cargo bays.
110
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 08/08/2026
Thank you very much! I can do the same for yours, but my discord is currently empty haha. We will get there though!
110
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 08/08/2026
Haven’t quite decided yet. Currently prototyping dice in the cargo bay. Got it working, and it’s fun but needs UX work: youtu.be/AUeFMnwG1i8 But now have bunch of fun booster ideas like unused cargo dice get rolled at turn end and their total value counts towards mult
youtu.be
Cargo/Reserve Dice Prototype
YouTube video by tentman TV
110
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 08/08/2026
Yooo! Good to see you here too mate. Great work getting your steam page setup and making great progress there. Can’t wait to check it out
110
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 08/08/2026
I plan to add alternate playstyles that lean into failure. Maybe shield dice that would save some points if you farkle. heat dice that convert to mult if they are cached and you farkle Lots of ideas, lots of balancing to do
100
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 08/08/2026
Rerolls are currently a consumable action. If the player’s inventory is full of rerolls, they can use them all if they choose. The game is based on Farkle rules, not Yahtzee so rolling a hand is necessary to continue the turn without losing potential points
100
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 07/08/2026
Boosters don’t count against inventory and primarily amplify scoring, but also can provide benefits to cargo. For example saving a turn with no hands, granting a free consumable each level, or replenishing a cargo dice’s roll. Lots of potential for fun interactions with the player’s inventory.
100
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 07/08/2026
Most consumable effects are previewed. e.g. +-1 the value of the die or rotate the die in a chosen direction. Using one of the cargo dice rolls it as does the reroll a single die, so still rng but at the players discretion
000
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 07/08/2026
I’ve found players have been hesitant to go with consumables and favoring boosters and wanting more dice options. But i personally prefer the consumables for tactical control. I like that both are options, and am intrigued to see how players utilize the new reserve dice system
100
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 07/08/2026
Other pre-roll rng control is via dice customization to allow players to control the faces and secondary effects of a roll. So maybe you want a die with all 6s or a die that gives money instead of points
100
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 07/08/2026
Perhaps a player wants a large cargo bay, but loses a booster slot to balance it. Or the reverse. Still working through ideas. Players configure dice as they choose. And even swap dice in the cargo bay with the active dice. But only between levels.
000
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 07/08/2026
The design I’m testing is to let you choose how you use your inventory slots. You can choose to use a cargo slot for a reserve dice or for consumable items. The default ship has 3 inventory slots, expandable after beating a boss. Other ships start with more or less slots for ship identity
000
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 07/08/2026
Pre-Roll is dice customization: faces, effects, dice editions, and locking previously rolled dice. Post-Roll is reroll, nudging the value up/down, rotating, Soon I will be adding limited use extra dice, that can be used before a roll to improve outcomes or after to save a bad roll.
100
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 07/08/2026
Great question! The game already has a few levers so the player can have some build expression, pre-roll and post-roll RNG control. Upcoming updates are focused on expanding player agency via dice customization, extra dice inventory, more boosters and consumables for better skill expression
100
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 06/08/2026
New Astronomiroll Playtest available! Check out the playtest and see if you can get an astronomical score! 🚀🎲 tentmanstudios.itch.io/astronomirol... I made a playthrough so you can see what it's like to play Astronomiroll: youtu.be/MPk1YAVsmuw #gamedev #indiegames #devlog #indie #gaming
youtu.be
Astronomiroll - Playtest v0.1.32 Released!
YouTube video by tentman TV
292
Reposted by @tentmanstudios.bsky.social
Gematsu @gematsu.com · 04/08/2026
Hazard Pay launches September 10 Pixel art block-pushing puzzle game Hazard Pay will launch for PlayStation 5, Switch, and PC via…... www.gematsu.com/2026/08/hazard-pay-…
gematsu.com
Hazard Pay launches September 10
Pixel art block-pushing puzzle game Hazard Pay will launch for PlayStation 5, Switch, and PC via Steam on September 10, publisher NumskulL Games and developer Smitner Studio announced.
0134
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 04/08/2026
I'm trying to improve the readability of where and how points are scored in my dice game Astronomiroll. Here's the improvements from this week. What do you think? Is it easy to understand what's scoring? #indiegames #gamedev #ux #gaming #dice Playtest: tentmanstudios.itch.io/astronomirol...
0113
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 03/08/2026
And another build goes live for Astronomiroll playtesting! - Including new booster designs and descriptions - Improvements to scoring readability - Major rework of hand values and level balancing! - Bug fixes and additions #indiegame #gamedev #gaming #dice tentmanstudios.itch.io/astronomirol...
tentmanstudios.itch.io
Astronomiroll by tentmanstudios
A sci-fi engine-building dice game where you try to get astronomically high scores
062
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 31/07/2026
🚀 Playtest 2 Launched! 🚀 Spent the week improving the end of level and shop sequence for better game flow. What do you think? Check out the new playtest: tentmanstudios.itch.io/astronomirol... #indiegames #indiedev #gamedev #gaming #playtest
0133
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 31/07/2026
Astronomiroll Playtest Release Day 🚀 Fixing up some final bugs and playtesting the latest version of the game 😁 Come join in #gamedev #indie #indiedev #indiegames #gaming youtube.com/live/M3iBMop...
youtube.com
Astronomiroll - Indie Gamedev
YouTube video by tentman TV
0122
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 29/07/2026
Today’s progress on improving the Shop UX for my game. Thanks to those who stopped by to say hi and helped out 😁 I think this is such a big improvement and really helps the flow and keeps players connected with their run. What do you think? Any suggestions? youtu.be/Hm4ahKc46a0 #indie #gamedev
youtu.be
Shop 3.0 Improvements
YouTube video by tentman TV
032
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 29/07/2026
3x in one day?! I guess this is what happens when you wake up at 6am with motivation. Come join me for some Astronomiroll #indie #gamedev youtube.com/live/YhjJ-jQ...
youtube.com
Astronomiroll - Indie Gamedev - Afternoon Session
YouTube video by tentman TV
041
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 29/07/2026
And we're back at it! #indie #gamedev for Astronomiroll Come help me improve the #UX of my game! youtube.com/live/2JOAecP...
youtube.com
Astronomiroll - Indie Gamedev - Midday Session
YouTube video by tentman TV
041
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 29/07/2026
Just went live with some Astronomiroll gamedev! www.youtube.com/watch?v=j9YA... #gamedev #indie
youtube.com
Astronomiroll - Indie Gamedev
YouTube video by tentman TV
0102
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 25/07/2026
🚀 INITIATING PLAYTEST SEQUENCE 🚀 Astronomiroll has finally reached the extremely prestigious “other people can play it” stage. I’d love honest feedback on the core loop, onboarding, balance, and ux. tentmanstudios.itch.io/astronomirol... #gamedev #playtest
tentmanstudios.itch.io
Astronomiroll-v2 by tentmanstudios
A sci-fi engine-building dice game where you try to get astronomically high scores
080
tentmanstudios.bsky.social @tentmanstudios.bsky.social · 10/06/2026
How can I improve the UX of this? The player is rerolling a single die so that they can improve the RNG of the dice roll. Should the die be able to move freely about the dice popper? What if it hits other dice? Is that a bug or a feature?
020