#tombsoftelleran
Compromises ahoy! I had do simplify the wall sprites to allow for more complex wall constellations, like walls separating rooms (without messing up the player's vision). I'm glad it's done, this will be much easier to work with!

#gamedev #indiedev #roguelikedev #godot #pixelart #tombsoftelleran
September 27, 2026 at 3:54 PM
Redesigned resources, abilities and the UI from large quantity bars/numbers to small quantity pips. This is much easier to parse when playing and has a sweet retro feel!

#gamedev #indiedev #roguelikedev #godot #pixelart #tombsoftelleran
Tombs of Telleran UI Update
Hello everyone! I hope summer is treating you well. I have rethought resource quantities and how they are presented in Tombs of Telleran and wanted to share my thoughts. Tactics and Surfacing Informat...
stonesigil.com
June 14, 2026 at 8:55 AM
Had to kill another darling and rewrite Tombs of Telleran from isometric to grid perspective! It still needs tile variations, but before doing that I want to create way more encounters and equipment to find in the tombs

#gamedev #indiedev #roguelikedev #godot #pixelart #tombsoftelleran
May 23, 2026 at 7:35 AM
I was today years old when I basically reinvented the 'mana' system, but slightly disconnected from time passing. It's honestly interesting to discover why standard tropes are standard tropes.

#indiedev #godot #roguelikedev #tombsoftelleran
Tombs of Telleran Trinket Charge Pool
Hello everyone! It’s spring here in Sweden and the weather is lovely. Hope you’re enjoying spring as much as I am! I have continued to develop the trinket system for Tombs of Telleran and have experim...
stonesigil.com
May 1, 2026 at 9:22 AM
To add more strategy to combat I added an armour system to Tombs of Telleran. Managing your own armour and dealing with the enemies' also adds great opportunities for different character builds!

#godot #indiedev #roguelikedev #tombsoftelleran
Tombs of Telleran Armor System
Hello everyone! I thought about the way melee enemies work in the game, and they are all very similar. You smack them until the HP goes to zero, and you always use whatever weapon deals the highest da...
stonesigil.com
April 18, 2026 at 8:13 AM
I thought a bit about how to design sticky combat in grid based roguelikes. In the end I decided leverage a stamina system to make chasing and running more mechanically interesting. I'm pretty happy with it!

#tombsoftelleran #roguelikedev #indiedev #godot
Tombs of Telleran - Creating Sticky Combat
Hello everyone and belated happy new year! During the holidays I’ve been experimenting with combat stickiness in Tombs of Telleran. “Combat stickiness,” you ask? Let me show you what I mean with an ex...
stonesigil.com
March 2, 2026 at 6:18 PM
Juicing your game is fun! I added animated knock back effects to Tombs of Telleran. What do you think?

#tombsoftelleran #indiedev #gamedev #godot #solodev
February 28, 2026 at 7:32 AM
Iterated on the combat log for #tombsoftelleran this week. It now shows all the actions actors have taken and what effects they had in a menu you can show/hide. I'm pretty happy with it!
#roguelike #gamedev #indiedev #godotengine
January 24, 2026 at 12:51 PM
I finally added isometric walls to Tombs of Telleran! Godot had some quirks but I'm happy with the results. Read about how I did it in the blog post below!

#godot #indiedev #aseprite #roguelike #tombsoftelleran
Creating Pixel Art Isometric Walls for Godot
Hello everyone! For the longest time I have thought about adding visual isometric walls to Tombs of Telleran. But since they don’t impact gameplay, I kept postponing it. But no longer! During the holi...
stonesigil.com
January 11, 2026 at 1:33 PM
What are your thoughts on the Attack of Opportunity mechanic? It's such a simple way to make melee combat sticky but feels a tad uninspired entering 2026.

Instead of punishing leaving combat, perhaps we could reward staying engaged? Thoughts?

#indiedev #godot #roguelike #tombsoftelleran
December 31, 2025 at 9:12 AM