Hi, we're the crew
Puff says: I'm not technically on the team. I'm more of a vibe.
MagicalWind is a few friends who like making games more than they like talking about making games. Our games live in shared repositories and on a dashboard full of notes, ideas and bug reports. Most of our conversations are screenshots.
How we work
- Small first. A new idea gets a week as a rough prototype. If it isn't fun by then, we let it go. It's hard, and it saves a lot of time.
- Builds, often. Every change ends up in a test build that the others can download and play. Feedback comes back as short notes: "the tutorial won't skip", "the belts look too thick", "this boss is too easy". Then we fix it.
- Robots that play. Both our games have an automated player that runs through the whole game to check the balance. It's very useful and completely humourless. It's also why we still need real people.
- Tests from day one. Each game has a single command that runs all its tests. If something breaks, we want to know before a friend finds out the hard way.
What we like
Pixel art with crisp, whole pixels. Short texts on screen. Games that respect your time and don't nag you to come back. Settings that let you turn the motion down. A bit of humour that doesn't get in the way.
What makes us laugh
A retired welder who keeps commenting on the radio while your factory is on fire. Bullet names our generator comes up with. The fact that the final boss of Bullet Factory is an inspector with a clipboard. And watching a robot play six hours of a relaxing game without ever relaxing.
Why small games
Because we can finish them. A small game made with care beats a big one that never ships. We'd rather have two little worlds that work than one huge plan in a drawer.