I forgot to write this Uh, I’m Sawie Um…I’m game dev Ah, I’m 20 oh, I’m Homo Sapien Sapien And, I’m thai

Joined October 2023
Meet one of the playable characters in Cloudlapse! Maria is a hyperactive magic student who loves pretending to be a magical girl. Sounds normal, right? Well, in a world where magic is commonplace, roleplaying as a magical girl might seem a little strange to everyone else...
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Sawie Collection retweeted
🏃‍♀️‍➡️🏃‍♀️‍➡️🏃‍♀️‍➡️
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The new Sanity Shooter video is still in the works and isn’t finished yet.
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Fun fact: If you enter Scene 1 in Sanity Shooter and then use Level Selection to play another level, you can make the other levels have zero gravity, even if they aren't supposed to.
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ํYay :) (Steam is still reviewing it, so you won't be able to find it yet)
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Sawie Collection retweeted
Make it exist first. Make it good later. 🧋 🎮 BOBABOMB 📅 Free demo available now 👥 1–16 players, with bots filling empty slots 🤖 🖥️ Steam: Windows, macOS & Linux store.steampowered.com/app/4… #PartyGame #IndieGame
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🛎️Hotel Purgatory will be at gamescom asia x Thailand Game Show 2026! Come see how the story of Hotel Purgatory unfolds! 📅Oct 29 - Nov 1 2026 📍QSNCC, Exhibition Hall (G Floor) 🏨F4 & Thai Playvilion Area #gamescomasia2026 #ThailandGameShow2026 #TGA #indiedev #gamedev
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BOBABOMB(Demo) by @TwoShrimps I have to be honest and admit that I only played one level of this game, and only against bots. I might give it another try with my friends tonight. Unfortunately, the other levels had some performance issues. If you're having trouble running the game, try closing all other applications and setting the graphics to the lowest possible settings. It ran much better for me after doing that. However, one thing I can say with confidence is that I will definitely come back to this game. Some things might not be quite polished yet, but I genuinely believe this could become a really good game. store.steampowered.com/app/4… Game Design I think the game design is one of the aspects that has been handled really well. A lot of thought seems to have gone into what each item does and the advantages and disadvantages of using it. The gameplay is fun, easy to understand, and not too difficult to learn. If you have a friend who invites you to play, just ask them to explain the basics. I believe you can understand the core gameplay and most of its systems within five minutes. In this level, there are five pearl refill stations: one in the middle of the map and four in each corner. It's a pretty basic layout, but that's exactly what makes it fun and easy to learn. It reminds me of Untitled Counter-Strike. I really admire that map because, despite being small, the placement of everything makes the gameplay enjoyable without making it difficult to understand. Besides refilling ammo at the stations, you can also pick up ammo directly from the ground. However, this only gives you sticky pearls. If you want special ammo types, you'll have to get them from the refill stations. Things That Could Be Improved Let's talk about a few things I think could be improved. None of these are necessarily bad design choices, and I don't know whether the developers intended them to work this way. These are just my personal thoughts. First, at the beginning of this level, you can get shot right away if you don't turn toward your enemies quickly enough. On one hand, this creates an exciting moment for experienced players, who have to react quickly and see whether they can shoot their opponents before getting shot themselves. On the other hand, new players might feel caught off guard because they may not realize they need to prepare for a fight right from the start. This makes it possible for new players to get covered in sticky pearls within the first minute of a match. If possible, I'd suggest adding some kind of barrier between players who spawn close to each other, giving everyone a brief moment to prepare before the fight begins. I think this could make the game more welcoming to newcomers and encourage them to keep playing instead of feeling overwhelmed before they even get started. Another suggestion is purely based on my personal preference, so there's absolutely no need to follow it if it doesn't fit the developers' vision. Normally, when you die, you become a ghost that can drop a bomb on your enemies. Ghosts move very slowly, and the respawn timer is 15 seconds. Once you drop your bomb, you can't drop another one. Personally, I prefer games that maintain a fast pace without too much downtime. I'd love to see ghosts move much faster and have the respawn timer reduced to just 3–5 seconds. This would give ghost players a chance to get their revenge while keeping the window of opportunity very short. Meanwhile, living players already have the ability to dash, so they could dodge the bomb if they react quickly enough. It would also prevent situations where all the enemies are gone and you're left waiting a long time for them to respawn. I'm also not sure if there's an item that removes all the sticky pearls attached to your character, but if there is, that's great! When you're covered in sticky pearls, removing them takes quite a while. Having an item that lets you dash over and pick it up to get rid of them would be a nice way to get back into the action faster. The Maps Are Beautiful! One thing I really want to praise is the map design. The maps in this game are genuinely beautiful! Unfortunately, I haven't been able to properly experience some of them because of the performance issues. But I absolutely love the visual design of both the ball-themed map and the sandcastle map. They look fantastic! I'm sure there are still plenty of mechanics and features I haven't discovered yet, especially since I couldn't play the other levels. There might be things that aren't available on the level I played but can be found in others, so I know there's still a lot more for me to explore. Anyway, thank you so much to everyone who took the time to read all the way to the end! I want to encourage the developers to keep working on this game because it's genuinely fun and addictive to play. I'm confident that with more polish and improvements, BOBABOMB could become a really great game. This is definitely another game I'd recommend giving a try. I'm looking forward to seeing how it develops, and I hope the team continues doing what they love!
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Lately, I've been watching a YouTuber named SekGW play my games. He started with Sanity Shooter, and now he's beginning to play Shadow Saw Us. Honestly, it makes me incredibly happy to watch people play my games and see them genuinely enjoy them. Of course, I haven't forgotten to thank @MasterOverSun , either. He was one of the first YouTubers to play my game, and that game was Shadow Saw Us. I was so happy watching him play back then. There were a few livestreams I missed, but I always made sure to catch up by watching the VODs afterward. And honestly, I might have to take back what I said before. After sitting down and watching people play Shadow Saw Us, I've realized that I really, really love this game. It's not a bad game at all. Maybe it's just a bit niche, and there might not be that many people who are into it, but I still love it. They might be small YouTubers, but the encouragement they give me means the world to me. They're a huge reason why I can keep going and continue making games.
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I haven't finished this level yet, and I'm still thinking about what else I should add. Maybe some strange-looking ancient stones, or perhaps floating lanterns that light up certain areas.
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Beach Volleyball in Shadow Saw Us
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Sanity Shooter – New Enemy Concept Art
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I just realized I've never listened to this album before.
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Sawie Collection retweeted
Testing elemental strengths in Tekkk! Water beats Fire, Fire beats Wind, Wind beats Earth, and Earth beats Water. #GameDev #IndieGame
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I love everyone who loves my games. It always makes me happy to hear someone say they love my games. Lately, I’ve started working on Shadow Saw Us again alongside Sanity Shooter because 2 - 3 people told me how much they love Shadow Saw Us and how excited they are to play the next update. Hearing that genuinely makes me so happy. It might not be the greatest game out there, but I still love it, and knowing that there are people who love it too means more to me than I can express.
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Back to Sanity Shooter
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Local Phenomena is now on itch.io! sawienoowie.itch.io/local-ph… Play as Mei, a supernatural analyst for the LP organization, helping people deal with strange cases through computer systems. As a series of murders throws the city into chaos and Bangkok's water levels continue to rise, something much bigger may be going on. #LocalPhenomena #IndieGame #IndieDev
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Librarian of Aquademia (Demo) by Shrimp0ster Gamedev Impressive. That is something I can confidently say about this game. It is an easy-to-understand Bullet Hell game that doesn't require you to overthink things. However, being easy to understand doesn't mean the game is so simple that everything feels easy. It still has its own challenges to offer. One thing I immediately noticed is that the developer seems to have studied the genre quite extensively. Even though the Demo isn't particularly long, the gameplay feels incredibly smooth, and it's clear that this comes from thoughtful design backed by a solid understanding of the genre. Store Pages: shrimp0ster.itch.io/libraria… store.steampowered.com/app/4… Game Design Let's start with what impressed me the most. As I mentioned earlier, the developer clearly understands games in this genre. The game doesn't suffer from a common problem that beginner developers often run into "I don't know how to make my game fun, so I'll just add a bunch of enemies." This game doesn't have that problem. And honestly, having lots of enemies doesn't necessarily make a game bad, either. Take Dead Rising, for example. It throws tons of enemies at you, and around 80% of them are essentially the same type of zombie. But the sheer number of enemies serves a purpose. They're a constant nuisance. They might not deal much damage individually, but they'll definitely become a problem if you're not prepared to deal with them. Getting back to this game, the enemy placement is excellent. Enemies don't just randomly spawn on the right side of the screen without any thought or pattern. Their placement feels deliberate and carefully designed. The variety of enemies in the first stage is also pretty good. There's enough variety to keep things interesting without introducing so many new elements that the learning curve suddenly becomes too steep. First, we have projectile-based enemies that shoot bullets at us. There are several variations of this type. Even though they share the same basic attack pattern, they differ in bullet speed and projectile size, making some attacks easier to get hit by if you're not positioned properly. Then there are what I'll call "Chargers." I'm not sure what the actual term is, but these are enemies whose attacks we need to dodge. A Danger Zone appears to warn us before the attack happens, giving us a chance to react and avoid taking damage. The stage's final boss is another highlight for me. Its design feels like a final exam after a lesson. By this point, we've already learned what the previous enemies can do and how their abilities work. Now, the boss tests our understanding at a higher level of difficulty. The boss combines abilities that we've encountered in several earlier enemies. It also has a laser attack, which we haven't seen from the previous enemies. Perhaps this is even a little hint to prepare players for a future laser-shooting enemy. That would be interesting! Maybe Chargers are enemies we can't fight directly, while laser enemies are ones we need to shoot down before they can fire their lasers. (I'm just making things up here, so don't take my word for it!) The final thing I want to highlight is the charged shot mechanic. I really like how its range has a limit and the projectile can't travel all the way across the screen. This creates a satisfying high-risk, high-reward mechanic. Art The art style is cute and full of personality. It has a clear visual identity, and the game seems to know exactly what it wants to communicate through its visuals. If there's one thing I'd like to see more of, it's juice. Adding more visual and audiovisual feedback could make this game stand out even more and make its art style much more engaging. The environments could also look beautiful with some lighting and shadows. If that's not possible due to technical limitations or other constraints, there are alternative ways to achieve a similar effect, such as using overlays. Another way to bring the environments to life would be to add animations to background elements. These could also be used for environmental storytelling, allowing the surroundings to communicate things about the world without having to explain everything directly to the player. Problems Were there any issues? Of course! One thing I noticed was that the mouse cursor wasn't visible on the main menu. This could confuse players. If the menu is intended to be navigated using a keyboard or controller, a small visual hint explaining how to navigate it would be helpful. The UI is another area that could use some improvement. I think the developer is already aware of this, since the UI becomes slightly more transparent when the character moves behind it. Perhaps this has already been addressed in a newer version. If I had a suggestion, I'd recommend checking out Platypus Reclayed and looking at how its UI is designed. Consider removing some of the frames and borders to prevent the UI from obstructing the player's view. Of course, if there's a better solution, go with that instead! UI design offers plenty of creative possibilities, so there's a lot of room to experiment. Final Thoughts As always, I want to give the developer my full support. When I first played this Demo, I didn't expect the core gameplay and its underlying systems to be this solid. This is definitely another game I'd buy and play once it releases. You can really feel the effort and passion behind the game, and I appreciate that a lot. There's one more thing I'd like to briefly mention: the music. I'm not sure what direction the soundtrack will take in the future, but honestly, I already like it. It might not be particularly flashy just yet, but I'm genuinely curious to see what other musical techniques and ideas the developer will explore as development continues. The music is another aspect of the game that I'm looking forward to following.
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