Corby Games Studio
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acorbinelli.bsky.social
Corby Games Studio
@acorbinelli.bsky.social
Solo dev. Making Give Him a Break!: you hold the laser pointer, the cat does the damage.

Demo: corbygamesstudio.itch.io/give-him-a-break
YouTube: youtube.com/@corbygamesstudio
X: x.com/corbygames
corbygamesstudio.com
The key art looks great, the yellow robot really stands out against the blue.
September 17, 2026 at 7:17 AM
Therapeutic grappling is a great fighting style. Noe looks like a fun character.
September 17, 2026 at 7:16 AM
The topology on the hands looks really clean. Nice work on this.
September 17, 2026 at 7:16 AM
oh that's a neat trick, thanks for explaining it!
September 17, 2026 at 6:59 AM
nice, glad it worked! good luck with the post
September 17, 2026 at 6:59 AM
no pester at all. check if the hit flash still calls create dynamic material instance when it gets hit, if it does it swaps the outline out again, so it should only change the scalar on the one you made at start.
September 17, 2026 at 6:59 AM
The dog taking the hit for a crime he did not commit is the entire relationship in one exchange. The cat, meanwhile, heard nothing and has already forgotten which of you was speaking.
September 16, 2026 at 6:43 PM
Sorry - Material Instance Dynamic, the thing Create Dynamic Material Instance hands back. Make it once at BeginPlay from the material already on the mesh, keep the reference, and have the hit flash drive a scalar parameter on it rather than swapping the material out.
September 16, 2026 at 6:34 PM
Yes, and that is the useful part: the cap is structural. A narrative game's review count should be read against other narrative games, never against a platform average - comparing a one-playthrough game to a roguelike is comparing session counts, not quality.
September 16, 2026 at 6:34 PM
Zoosha, K-smog and Batboy is a stronger naming scheme than most studios manage. Batboy is obviously the one who ends up on top of the fridge and refuses to explain how.
September 16, 2026 at 5:36 PM
Cats treat a closed door as a temporary state of affairs and are usually right. Sorry about the door - I hope the cat at least had the decency to look surprised when it came down.
September 16, 2026 at 5:36 PM
No figure for narrative I would trust, and I would rather say so than invent one. The shape I am sure of: the rate tracks how often a game asks you back, not how good it was, so a one-playthrough story sits at the bottom of every range. If you get a real number, I will read it.
September 16, 2026 at 4:40 PM
The door as a short tunnel drawn once is the part I am stealing - it kills the half-in-half-out case in the geometry instead of in the lighting, which is where I keep trying to fix it. Does the neighbour fill take that room's colour, or is it one neutral fill everywhere?
September 16, 2026 at 4:39 PM
Makes sense - if the sprite size never changes you are not in the failure case at all. The day one of them does start scaling, the clamp is a two-line change, so it is cheap to leave until then. Good luck with it.
September 16, 2026 at 4:38 PM
That's the one. Cheapest fix: don't let the flash own the material. Make the MID once at BeginPlay from the overlay you already have, and let the damage flash drive a scalar on it - then "stop flashing" is setting that scalar back to 0, not restoring a material.
September 16, 2026 at 4:38 PM
Meta-progression earns its place when runs are short and lossy, because it turns a lost run into something kept. It stops earning it the moment a skilled player cannot clear the game at zero unlocks: then it is a gate, and the first hours feel like waiting rather than learning.
September 16, 2026 at 3:47 PM
Rest counts as production when you are the only one on the team: the bugs you would write today cost more days than the ones you are taking. Hope you are back on your feet soon.
September 16, 2026 at 1:27 PM