1. Exciting news! Trestle was selected by the Indie MEGABOOTH to be shown at the first ever megabooth to be at GDC! Check out the official announcement here.

    So if you’re going, swing by the Sets and Settings booth, hang out and play some Trestle :)


  2. Made this in literally two hours because I wanted to do something for the #candyjam initiative!


  3. The other day I wrote this rant about articles dispensing advice to aspiring indies, using Andrew’s awesome Sagacity.

    I’ve gotten a ton of positive feedback on it so I thought I’d mention it here. Considering the fact that my experiences as a game designer basically all get poured into Sets and Settings, it only seems right.

  4. Couldn’t sleep + needed a break from Trestle a few nights back so I made a lil’ game called Ratchet Head in which KING SPACE is being a total jerk.

    Play it!

  5. Are you up on Trestle yet? We’re busting our asses to make this the best Sets game yet, so check it out!


  6. Indie Statik…

    is running a Kickstarter.

    And Sets and Settings is making a game.

  7. Sometimes, the heart wanders; you’ll need it, go get it.

     Made in two sleepless nights under the working title “insomnia pixels”, Compost is a short but tough platformer meant for speedrunning (let me know your best time in the comments!). 

    Compost is currently exclusively available on GameJolt, as a way of saying “thanks for being awesome, GameJolt!”



  8. Soteria is out.

  9. Coming tonight.


  10. Reintroducing Faucibus

    So yesterday I posted a fresh Faucibus image on twitter, and those who have been following the game might’ve caught that there’s been somewhat of a graphical overhaul going on.

    (scroll down to the previous post to see the “old” Faucibus)

    Since I’ve been teasing the game for a while, I feel like I owe an explanation as to why exactly this change had to happen. And it comes down to this:

    Balancing the visuals for a video game is hard.

    Faucibus is meant to be a masocore type platformer that presents itself as an atmospheric one. To a certain degree, I want the visuals to be almost like an extra level of difficulty- lush and distracting. There’s something really powerful in the divide between skill-based platformers that focus on speedrunning, and atmospheric (usually puzzle-based) platformers… that’s what I want to tap into.

    Originally I felt I had a good base to make this happen. The noise overlay really added texture to the game, the whole thing was really fun to get lost in. But when I started actually making levels, something felt wrong. As far as hardcore platforming goes, you want to feel like you lose because you did something wrong, but Faucibus didn’t convey the visual elements in a way that offers players all the information they need to utilize their skills to succeed. 

    It was really frustrating, and not in the good way.

    So I set out to address these flaws, and came up with a much cleaner look without having to sacrifice the lush imagery and details. The difference is, despite the immersion I’m trying to shove down players’ throats, you can focus on the obstacles and -most importantly- dying feels like the player’s mistake rather than the game failing to give the player what they need.

    Having to redraw the game didn’t slow me down much; I think I may have lost one day doing it which isn’t a big deal. 

    Alright! That’s a whole bunch of words about video game art, so let’s end this with a closer look at Faucibus herself.