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Game · In progress

Grésil

Tune the sliders, the cubes draw an hourglass.

An idle game where cubes pile up on their own inside a shape. They're your currency for unlocking what comes next, they're also the only thing on screen, so when you spend you watch it empty out.

That's the whole idea and everything else follows from it. Elsewhere, money is a number going up in a corner while you look at something else. Here there's nothing to look at except your money.

What you actually do

You start with an empty shape that fills up with cubes. You spend them to go faster, to store more, to open bigger shapes. So far it's a normal idle, except every purchase shows up on screen.

Then you unlock families of cubes and that's where the game starts. A family has its colours, its gravity, the parts of the shape it avoids, the ones it heads for. All of it is set by hand, one slider at a time.

With several families tuned together, you get asked for figures: rebuild the French flag with three families, reproduce sand running through an hourglass. Figures do settle on their own if you wait. You can also solve them.

Where I'm at

Nothing to show you yet. Not a build, not a screenshot. What exists today is the core: the simulation that drops the cubes, an economy calibrated by simulation rather than by feel, the solver that checks a requested figure can be reached.

The rest lives in a design document I've been rewriting for a month. It's the longest thing I've ever started, so I'd rather tell you now than ship a page with three render images that wouldn't be the game.

No date. When I have something to show, it'll be here.

What never flashes more than 3 times a second

There are a lot of cubes on screen and they can pulse together, with a rhythm you set yourself, so nothing would stop you entering a dangerous frequency.

The game never goes past 3 flashes a second. The limit sits in the code at the one place everything goes through, so an edited save, a share code or the autopilot can't get around it. It doesn't switch off, because it's a safety limit rather than a comfort option.

3 a second is the W3C flashing threshold itself, not a margin taken below it. I'm saying so because the difference matters if you're photosensitive.

What it won't be

The game is heading for Steam, on Windows. There won't be a Mac version, no version running in a browser, nothing on mobile or itch. Those are ports I can't keep up on my own.

There won't be multiplayer either, no mods. No telemetry will report anything about your game.

From the devlog

The last twelve weeks

452 commits over twelve weeks, 316 last week

452 commits since , checked on