@51GL

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Coder Gamer Fitness Health

Dual-rotting got sharper in Death Automation: dead humans now decay on a tighter 2-day window with carry-over decay into bodies, so late harvests actually hurt. Also shipped a building art + UI readability pass. #indiedev #gamedev #idlegame #incrementalgame #godot

https://51.gl/2026/03/11/dual-rotting-pressure-clearer-queue-readability-and-a-building-art-pass/?utm_source=mastodon&utm_medium=jetpack_social

Dual Rotting Pressure, Clearer Queue Readability, and a Building Art Pass

Dual-rotting got sharper in Death Automation: dead humans now decay on a tighter 2-day window with carry-over decay into bodies, so late harvests actually hurt. Also shipped a building art + UI rea…

51gl

Bluesky/X: Shipped a full HUD accessibility pass for Death Automation: global UI scale (85%-150%), auto scaling for larger screens, and saved per-device preferences shared across slots. Also refreshed core resource icons for cleaner readability. #indiedev #gamedev #idlegame #incrementalgame #godot

https://51.gl/2026/03/10/project-update-ui-scale-that-respects-your-eyes-icon-refresh/?utm_source=mastodon&utm_medium=jetpack_social

Project Update: UI Scale That Respects Your Eyes (+ Icon Refresh)

Accessibility and readability pass: global HUD scaling, large-screen auto scale defaults, and refreshed core resource icons.

51gl
Death Automation Update: Better Hints, Better Milestones, Better Upgrade Clarity

Clarity pass shipped: queued hint/story panel, achievement rebalance, and clearer Death Worker upgrade flow.

51gl

Worked on New Death Automation pass: smarter contextual hints, clearer upgrade descriptions, and rebalanced achievements so progression feels less guessy. Still tuning pacing, but the loop reads way better now. #indiedev #gamedev #idlegame #incrementalgame #godot

https://51.gl/2026/03/06/hints-smarter-upgrades-clearer-achievements-rebalanced/?utm_source=mastodon&utm_medium=jetpack_social

Hints Got Smarter, Upgrades Got Clearer, and Achievements Got Rebalanced

New Death Automation pass: smarter contextual hints, clearer upgrades, and achievement rebalance for smoother progression. #indiedev #gamedev #idlegame #incrementalgame #godot

51gl

I tightened purchase clarity in Death Automation: 1x cost is always visible, selected 10x/100x costs now show correctly, click behavior is cleaner, and Death Worker Shed upgrades got a fresh balance pass. #indiedev #gamedev #idlegame #incrementalgame #godot

https://51.gl/2026/03/02/project-update-tiered-buy-costs-click-clarity-and-shed-balance-tuning/?utm_source=mastodon&utm_medium=jetpack_social

Project Update: Tiered Buy Costs, Click Clarity, and Shed Balance Tuning

UI and balance pass: clearer 1x/10x/100x building costs, cleaner click behavior, and retuned Death Worker Shed upgrades for steadier pacing.

51gl

Changed early ressource gathering clicks are now split (left = souls, right = bodies) with X/Y shortcuts, plus a Settings toggle for smart routing. Added buy modes (1x/10x/100x/MAX) in the Building panel and a hold-Alt shortcut overlay. #indiedev #gamedev #idlegame #incrementalgame #godot

https://51.gl/2026/02/26/manual-click-split-buy-modes-and-a-shortcut-overlay/?utm_source=mastodon&utm_medium=jetpack_social

Manual Click Split, Buy Modes, and a Shortcut Overlay

# Manual Click Split, Buy Modes, and a Shortcut Overlay I wanted manual play to feel less mushy. So I split the click actions: left click extracts souls, right click processes dead humans into bodi…

51gl
Project Update: The Grim Little Machine Gets a Better Control Room

Last update gave the simulation pressure and teeth. This pass was about making decisions faster: one Systems view, clearer selection states, and tighter upgrade UI so balancing is easier to read an…

51gl
Master TunnelLogic: Key Updates in How To Play Guide

We improved the TunnelLogic How To Play experience with a larger tutorial overlay, animated mistake-to-solution guidance, and cleaner visual cues.

51gl
Project Update: The Grim Little Machine Grows Teeth

A few days ago I said the project finally had a pulse. That is still true. But now it also has pressure, better instrumentation, and enough sharp edges that balancing decisions actually matter. The…

51gl

Landing page upgrade for our #browsergame projects 👀

According to Google docs, we cleaned up the fundamentals:
• Structured H2/H3 sections
• Real FAQs (+ structured data)
• Semantic HTML
• Better meta titles/descriptions

No hacks. Just proper structure.

Let’s see what the gains look like 📈

#gamedev #indiedev #SEO #buildinpublic #webdev

https://51.gl/2026/02/20/seo-upgrades-that-work-for-basically-any-game/?utm_source=mastodon&utm_medium=jetpack_social

SEO upgrades (that work for basically any game)

Quick version: we didn’t do magic SEO hacks. I cleaned up the fundamentals and made the site actually useful for people and search engines. For both projects Bloodlore and Ghost Trappers, the big s…

51gl