<?xml version="1.0" encoding="UTF-8" standalone="no"?><!--Generated by Site-Server v@build.version@ (http://www.squarespace.com) on Mon, 01 Jun 2026 17:17:08 GMT
--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:media="http://www.rssboard.org/media-rss" xmlns:wfw="http://wellformedweb.org/CommentAPI/" version="2.0"><channel><title>ComfyMitten Devlog</title><link>https://www.comfymitten.games/devlog/</link><lastBuildDate>Mon, 01 Jun 2026 15:56:19 +0000</lastBuildDate><language>en-US</language><generator>Site-Server v@build.version@ (http://www.squarespace.com)</generator><description>Check out what the ComfyMitten team has been up to!</description><item><title>Devlog 3: A Long Anticipated Update</title><dc:creator>Cole Szeszulski</dc:creator><pubDate>Mon, 01 Jun 2026 15:56:19 +0000</pubDate><link>https://www.comfymitten.games/devlog/devlog-3-playtests-updates-and-more</link><guid isPermaLink="false">6334889bea67a03a51302634:6334ba0ae414f03c7b3d22d2:686e8569a73d9371badb94ea</guid><description><![CDATA[<figure class="
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  <p data-rte-preserve-empty="true" class="">First off, I want to thank you all for your immense patience as I know it has been a long while since we have given an update on things! We have been hard at work with all sorts of new features &amp; improvements, and I hope to update you on as much as I can!</p><h4 data-rte-preserve-empty="true"><strong>Initial Playtests</strong></h4><p data-rte-preserve-empty="true">We are thrilled to have an open signup to playtest our early build of TurnTide Tales, and it has been super helpful in our quest to make a great game. From feedback on the world, battle mechanics, difficulty, controls, and for getting an overall feel of the interest level in the project, it has been invaluable for our entire team. While we know not that many people have played through everything available in its entirety, we are still absolutely delighted that they could play any of it and enjoy it!<br>There are currently builds of the game available to play on Windows, Mac, and Linux. While it does take a few extra steps, you can even install it on Steam Deck and enjoy the playtest on the go! If you are interested in giving the game a try, check out our Discord to sign up, or just to hang out with our small community, some members of which also have great projects of their own you should check out! Scan the QR code below or go to: <a href="http://discord.gg/VWr8hwvSFU"><u>discord.gg/VWr8hwvSFU</u></a></p>


  






  














































  

    
  
    

      

      
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  <h4 data-rte-preserve-empty="true"><strong>Playtest Results and Minor Bugfixes</strong></h4><p data-rte-preserve-empty="true">With our initial build we showcased at GodotCon last year with a hands-on demo, and with the various dev releases since then, our playtesters have brought some important bugs, issues, and unintended features to our attention. We have since made some control changes within battles to help improve the experience, and have dealt with some specific bugs that prevented certain battles from working as expected, among other smaller fixes. We are still working on some visualization and game flow improvements to help address some of the known issues with enemy units, camera angles, and UI, but we had a few critical pieces in the works already that we wanted to finish before getting to everything else.</p><p data-rte-preserve-empty="true">Strap in, because things are about to get a bit technical!</p><h4 data-rte-preserve-empty="true"><strong>Dev Tools and Technical Updates</strong></h4><p data-rte-preserve-empty="true"><strong>Dev Console</strong></p><p data-rte-preserve-empty="true">One of the first things we added after GodotCon was a proper dev console! Thanks to the great Godot community, we were able to find a nice base for this feature in the <a target="_blank" href="https://github.com/limbonaut/limbo_console">Limbo Console</a> addon made by Limbonaut. This console is accessible to us developers and playtesters alike by pressing the `/~ key while in-game, and thanks to the addon’s extensive feature set, it is capable of hosting context-dependent commands each with their own documented behaviors.</p><p data-rte-preserve-empty="true">We have fleshed out the console with a number of commands that let us do things such as quickly teleport around the islands, give our character super speed and mega jumps, outfit our units with new equipment on-the-fly, and plenty of other similar actions that we use to test the mechanics of the game more efficiently. This has been a huge help on my end specifically as I can travel the islands quickly to check out map changes, get to battle locations, and test some of the new balance changes across them.</p>


  





  

  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true"><strong>CI/CD Pipeline + MacOS &amp; Steam Deck Support</strong></p><p data-rte-preserve-empty="true">To aid with the process of actually compiling &amp; releasing the builds of our game, we put a continuous deployment system in place for our game’s code repository. With the help of <a target="_blank" href="https://github.com/abarichello/godot-ci">Barichello’s godot-ci script</a> as an initial frame of reference, we were able to fully automate the cycle of building the project for each OS under a clean environment, packaging the builds up, and pushing them to our <a href="http://itch.io"><u>itch.io</u></a> playtest page. For those that are curious, our current CI/CD setup relies on separate git branches that we push to to trigger the pipeline when we feel we’ve reached a good point of progress.</p><p data-rte-preserve-empty="true">When we first built our game for GodotCon, MacOS builds were fully off the table due to some incompatibilities within our compiled addons (notably the WIP Godot 4 version of <a href="https://github.com/skison/Dijkstra_map_for_Godot-1/tree/additional-project-examples">DijsktraMap</a> which we use for graph-based pathfinding) + other factors of the project. But after some fixes to those addons as well as the addition of our new pipeline, we are now able to build natively for MacOS! It may be in the minority of operating systems that players will typically use, but we’re happy that it’s available as an option regardless.</p><p data-rte-preserve-empty="true">In a similar vein, while Steam Deck play was technically possible before via the Linux build, some related project updates have made true Steam Deck releases more viable (and much easier to test), and we have fixed several partial incompatibilities that would have made it less approachable on that platform before. We still know of a few oddities/bugs here and there but we’re confident that we’ll be able to support a good experience on the Deck going forward!</p>


  





  

  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true"><strong>Project Structure Overhaul</strong></p><p data-rte-preserve-empty="true">The largest singular update ever made to TurnTide Tales is one that players will not notice; we <em>completely</em> reworked our project’s directory structure, and have put some important tools in place to help us keep things organized.</p><p data-rte-preserve-empty="true">As the scope of our game is quite large, we had started to notice some issues when it came to navigating our initial file structure, so finding a solution was high up on our priority list as to avoid increasing our technical debt over time. Our previous project directory was largely built around a split by file type - we had a separate folder for assets, one for shaders, another for materials, and even more for other types of resources, scripts, and scenes. We initially chose &amp; kept with this structure due to general recommendations and prior success on smaller projects, but in practice it didn’t scale well.</p><p data-rte-preserve-empty="true">While we had felt our original structure was well thought out early on, the more assets we added, the less sense it made. This was made especially clear after a recent development shift where more of our other team members started working directly on &amp; referencing the project source, it just made sense to simplify, rework, and restructure things for everyone’s benefit.</p><p data-rte-preserve-empty="true">After thinking about <em>why</em> the project was becoming a burden to work with, we figured out that it was largely due to the aforementioned file type split. At a small scale, this can work really well - if you have a certain shader to look for, you can find it quickly &amp; easily just by opening up the shaders folder. But at a large scale this flattened list becomes tedious to navigate. To deal with this, we of course added in subfolders to split each of these files into conceptual groups, but as our project grew, we found ourselves maintaining multiple sets of subfolders across each file type, so there was a lot of repetition going on.</p><p data-rte-preserve-empty="true">The solution we arrived at was to reframe the structure completely; instead of splitting by file type, we would split by <em>domain</em>. This means that the primary file navigation method is to first search by a high-level idea, concept, or feature, move onto more specific sub-categories, and then find the specific file(s) that belong to that specific idea/feature. This means that when we need to work on a part of our game, we usually just need to filter down by feature just one time to get access to all the files we need, rather than repeating that process across several different root folders.</p><p data-rte-preserve-empty="true">Getting to this structure was a ton of work (also because of many little refinements, consolidations, renames, and cleanups along the way), but has already been well worth it! To give an example: In an older version of our code, working on a single in-game prop could have involved opening up a .glb model file in `assets`, a .tres material in `materials`, a .gdshader shader in `shaders`, an inherited .tscn scene in `scenes`, and a behavior .gd script in `scripts`, each under any number of subdirectories, whereas with the new structure each of those files can be found in one directory under something like `game/entities/props/my-prop`. It took some iteration for us to land on a structure we really liked, but in the end we found one that works well, with some top-level folders for common things like `addons`, `editor_tools`, `showcases`, and `tests`, as well as our main `game` folder that contains all the in-game code.</p><p data-rte-preserve-empty="true">Overall this restructure totaled 3000+ file changes for over 90,000 total changes across 70 commits according to our GitLab project tracking! Along with the main file restructuring, we also took this opportunity to update our Godot version (to 4.6), and we even built our own custom project addon that allows us to assign fully custom icons, colors, and descriptions to our folders. Here’s a sneak peek at what that looks like!</p>


  





  

  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true"><strong>Resource Registries + Save File Improvements</strong></p><p data-rte-preserve-empty="true">Along with the main structure changes, we decided to make use of the relatively new Godot addon <a target="_blank" href="https://github.com/elliotfontaine/yard-godot">YARD</a> (Yet Another Resource Database) by Elliot Fontaine. This takes the form of a lightweight database that works natively with Godot resources, providing convenient table-based editing, and with it we can easily &amp; efficiently access registries of resources like items, weapons, equipment, quests and a lot more. We even made use of this to overhaul our battle prop system to provide project-wide default stats per-prop, all editable through a single table!</p><p data-rte-preserve-empty="true">This ties back into the main project restructuring: because of the overall scope of our game, we wanted to make sure to build out some of our backend tooling in order to help the project scale more easily. In this case, we used registries to switch over nearly every old instance of hard-coded file paths/UIDS to registry lookup keys, which allowed us to even update our save file format to use these keys for more robust saves &amp; future migrations! Not only was Sam able to integrate it into our new structure, he was able to add some custom advanced settings features and became a contributor to the public YARD repo.</p>


  






  














































  

    
  
    

      

      
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        </figure>
      

    
  


  



  
  <p data-rte-preserve-empty="true"><strong>Initial Camera Work for Cutscene Tools</strong></p><p data-rte-preserve-empty="true">While we are still a little bit out from building in-engine cutscenes, we know we are going to need a fairly robust set of camera controls to support them, and similar visual framings for other parts of the game. So we decided to move forward with building out some of the basics in order to have repeatable footage across multiple builds of the game. To date, we have put together 3 separate custom WIP addons that are intended to work together to make this type of work easier to manage - one for easier visualizing &amp; editing of positional data on resources, one for easier synchronizing of nested scene data in the Godot editor, and the main one for all of the camera shot controls &amp; effects that will be used in the editor and in-game (assisted by the <a href="https://phantom-camera.dev/">Phantom Camera</a> addon).</p><p data-rte-preserve-empty="true">As soon as we finish up these camera features, not only will be be able to use them to make rudimentary cutscenes and world overviews for the demo, we’ll also be able to use them to put together some cool side-by-side video comparisons (which could be a wonderful addition for our Devlogs) and trailer recordings. Here’s a sample of what some of the current tools look like in the main editor window, with a visualization for a preset camera path + a preview window that shows the camera view as it moves along that path.</p>


  





  

  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true"><strong>Battle System Multithreading and Tooling</strong></p><p data-rte-preserve-empty="true">As we continued to build out/update more battles, including the massive one in Fort Surftrail, we began to notice even more hitching and stuttering when our enemy pirates would take their turns, in some cases freezing the screen for more than a full second at a time. This was already a known issue, and somewhat expected as turn based strategy games do require quite a few computations due to the numerous actions each unit can make (especially since many of our computations aren’t optimized yet), but nonetheless we were a bit surprised to see it get this sluggish already. We’ve known for a while now that as the complexity would grow, it would become more and more important to support multithreading for our enemy units to push the calculations off of the main thread, and so we have been working on doing just that.</p><p data-rte-preserve-empty="true">While early on we knew our initial node-based navigation system would work well enough for smaller battles, we endeavored to get multithreading working in anticipation for future battles, but at the time we found a few critical flaws in the system that would make it untenable to support without a serious overhaul… so that was postponed until now. One of the biggest issues to work through was how we saved, synced, and updated data across our game objects, which in a single-threaded architecture worked just fine, but would cause undefined behavior across multiple threads. We have started reworking this structure to decouple game objects and better define where game state is stored in a way that should allow us to effectively multithread our existing calculations without the threads clashing unexpectedly. Along with these critical changes, we’re also taking the opportunity to rework our editor tooling for these nodes to make the design &amp; editing of battles much easier overall.</p>


  





  

  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true"><strong>Battle Changes</strong></p><p data-rte-preserve-empty="true">That's right, new balance changes to battles! In our initial playtest build, many of the attacks were very similar in that they were generally just scaled damage and stamina values relative to other attacks. Now there are multiple different styles of attacks you can do, each with different trade-offs. In our early playtests we noticed that players tended to hold back and use melee attacks less frequently than ranged attacks, so to incentivize the player to be a bit more aggressive, all melee attacks now cost less stamina and do more damage than their ranged counterparts.</p><p data-rte-preserve-empty="true">Not only have we added some variation to attacks, we have also been discussing and trial running some other changes to the battle look and feel. Over the last year we have been playing through the battles repeatedly to nail down the basics and make sure we are happy to add more of the features we want. After quite a bit of discussion, we landed on a decision to increase the size of the individual nodes that are traversable, leading to fewer nodes to move between overall, and making movement a bit less granular. This is because while playing the battles, we noticed that there were quite a few turns in which both players’ units were simply traversing the battlefield and not doing much else. By increasing the node size we are hoping to get the player into the action much quicker and make each turn more impactful.</p><p data-rte-preserve-empty="true">This does reduce the number of options for specific places the character will be able to move to, but we believe this will greatly cut down on the bulk of “dead locations” that are nothing but a place for the characters to move through with no standout tactical significance. Ideally, each node within a battle should have <em>some</em> aspect that distinguishes it from its neighbors, but in the current battles it’s clear that this just isn’t the case. We’ve already tested this size increase internally on a couple of test battles and have found that it met our expectations well, leading to a more interesting gameplay loop overall, but it will take a bit of time to rework all of our existing battles with this updated design philosophy in mind!</p>


  





  

  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true"><strong>Visual Changes</strong></p><p data-rte-preserve-empty="true">A great deal has changed to the Breezy Isles and even more is happening behind the scenes for a major graphical overhaul. Below you will find a few screenshots/gifs to a few of those changes, but we will be putting out another update in the near future covering the changes that will alter even these recent visuals in a majorly positive way. We hope to share the new updates soon but we want to make sure we get every shader, texture, and model in a state that is the best it can look (while still being performant)!</p>


  





  

  






  

  



  
    
      

        
          
            
              
                <img class="thumb-image" elementtiming="system-gallery-block-slideshow" data-image="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1780280095387-Y1UNSXOP4EX8K0XXHPEC/Devlog3WaterPreview1.gif" data-image-dimensions="1200x800" data-image-focal-point="0.5,0.5" alt="Devlog3WaterPreview1.gif" data-load="false" data-image-id="6a1ceb109ae9e9798f9a7dcf" data-type="image" src="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1780280095387-Y1UNSXOP4EX8K0XXHPEC/Devlog3WaterPreview1.gif?format=1000w" /><br>
              

              
                
              
              
            
          
          
        

        

        

      

        
          
            
              
                <img class="thumb-image" elementtiming="system-gallery-block-slideshow" data-image="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1752074193473-HUU19UGZ9HML2GNB3SRE/WIPShorelineShader11.gif" data-image-dimensions="600x400" data-image-focal-point="0.5,0.5" alt="WIPShorelineShader11.gif" data-load="false" data-image-id="686e8799c85d944d274eaf5d" data-type="image" src="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1752074193473-HUU19UGZ9HML2GNB3SRE/WIPShorelineShader11.gif?format=1000w" /><br>
              

              
                
              
              
            
          
          
        

        

        

      

        
          
            
              
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                <img class="thumb-image" elementtiming="system-gallery-block-slideshow" data-image="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1780254614453-9QHL9BHTZS0QK8D8H4W1/newtrees.png" data-image-dimensions="2128x921" data-image-focal-point="0.5,0.5" alt="newtrees.png" data-load="false" data-image-id="6a1c879433cd2d796d756640" data-type="image" src="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1780254614453-9QHL9BHTZS0QK8D8H4W1/newtrees.png?format=1000w" /><br>
              

              
                
              
              
            
          
          
        

        

        

      

        
          
            
              
                <img class="thumb-image" elementtiming="system-gallery-block-slideshow" data-image="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1780254647976-AWPHQ7W54F73HT8F6E31/newfort.png" data-image-dimensions="1447x821" data-image-focal-point="0.5,0.5" alt="newfort.png" data-load="false" data-image-id="6a1c87b51cc61d368df5d846" data-type="image" src="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1780254647976-AWPHQ7W54F73HT8F6E31/newfort.png?format=1000w" /><br>
              

              
                
              
              
            
          
          
        

        

        

      

        
          
            
              
                <img class="thumb-image" elementtiming="system-gallery-block-slideshow" data-image="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1780254647620-25LZA5J202ILMGMV997Y/newisle.png" data-image-dimensions="1354x730" data-image-focal-point="0.5,0.5" alt="newisle.png" data-load="false" data-image-id="6a1c87b59415a91b67dcd591" data-type="image" src="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1780254647620-25LZA5J202ILMGMV997Y/newisle.png?format=1000w" /><br>
              

              
                
              
              
            
          
          
        

        

        

      

        
          
            
              
                <img class="thumb-image" elementtiming="system-gallery-block-slideshow" data-image="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1780254649985-43I3Q5N6HIURZVZVCY5E/newtrees2.png" data-image-dimensions="1240x793" data-image-focal-point="0.5,0.5" alt="newtrees2.png" data-load="false" data-image-id="6a1c87b8c057810a684ad5be" data-type="image" src="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1780254649985-43I3Q5N6HIURZVZVCY5E/newtrees2.png?format=1000w" /><br>
              

              
                
              
              
            
          
          
        

        

        

      
    
  

  




  

    
      
          

        

        
      
          

        

        
      
          

        

        
      
          

        

        
      
          

        

        
      
          

        

        
      
          

        

        
      
    

  






  
  <p data-rte-preserve-empty="true">And that covers the bulk of our update for now! Along with the various upcoming visual updates, there are a ton of other game features &amp; mechanics that we plan on diving deeper into in with our future devlogs, so keep an eye out! And there are a couple upcoming events that you should keep an eye out for as well…</p><h4 data-rte-preserve-empty="true">Places We Will Be!</h4><p data-rte-preserve-empty="true">This year we will be attending a few conventions to show off the demo, connect with developers, and hopefully hang out with some of our lovely community members! Here are two of them that we can confirm our attendance at:</p>


  





  

  














































  

    

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                <p class=""><strong>JAFAX 28</strong></p>
              

              
                <p class="">June 5-7 at DeVos Place, Grand Rapids Michigan</p><p class=""><a href="https://www.jafax.org/">https://www.jafax.org/</a></p><p class="">Join us in the Indie Game Space to demo our early build of TurnTide Tales, as well as demos from many other local Michigan game developers.</p>
              

              

            
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                <p class=""><strong>GodotCon Boston 2026</strong></p>
              

              
                <p class="">July 21-22 at The Microsoft NERD center, Boston Massachusetts</p><p class=""><a href="https://conference.godotengine.org/US/2026/">https://conference.godotengine.org/US/2026/</a></p><p class="">While we will not be showcasing our game again this year, we are excited to reconnect with many folks from last year and take advantage of the knowledge and expertise on display to improve our game. </p>
              

              

            
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  <p data-rte-preserve-empty="true"></p><h4 data-rte-preserve-empty="true">With all of that said, I hope you enjoyed this long overdue update! See you next time we come to shore! </h4><h4 data-rte-preserve-empty="true">(Hopefully sooner then last time!)</h4>]]></description><media:content height="724" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1752074475158-538PFK9FTIVCQCTKIYYJ/newfort2.png?format=1500w" width="1315"><media:title type="plain">Devlog 3: A Long Anticipated Update</media:title></media:content></item><item><title>Our GodotCon Experience, and the Future of TurnTide Tales</title><dc:creator>Samuel Kison</dc:creator><pubDate>Tue, 13 May 2025 22:30:14 +0000</pubDate><link>https://www.comfymitten.games/devlog/our-godotcon-experience-and-a-peek-into-the-future</link><guid isPermaLink="false">6334889bea67a03a51302634:6334ba0ae414f03c7b3d22d2:681f7b1bd8d2892574a7ca81</guid><description><![CDATA[We visited GodotCon as an official showcase attendee! Hear about our 
experience at the con, and our plans for the future of TurnTide Tales.]]></description><content:encoded><![CDATA[<p class="">Over this past week, we made our way out to Boston to visit <a href="https://conference.godotengine.org/2025/" target="_blank">GodotCon</a> as an official showcase attendee! We were able to show off <strong>TurnTide Tales</strong> for the very first time in-person, talk about future plans, and receive some valuable feedback from the audience. Let’s recap the last week’s events, and set some expectations for the future of our game!</p><h2>Day 1 - Workshops &amp; Setup</h2><p class="">This first day (Monday) was set aside for workshops - essentially, follow-along sessions where Godot Engine enthusiasts would sit down and create Godot projects following a presenter’s guidance. We arrived at the venue early this day to setup our booth in anticipation for the days ahead. This room was known as ‘The Garage’, and despite its deceptively small footprint, we soon found that it could host a substantial crowd of onlookers.</p><p class="">As Cole &amp; I prepared our showcase (and our laptops for the upcoming workshops), Jack set out to pick up some invaluable prints for the booth; a wide banner with the game’s name <strong>TurnTide Tales</strong> proudly depicted in front of our artist’s recent sailing art piece, a poster of the main protagonist trio posing in front of the game’s villain, a box of business cards with info about us, and some additional concept art for us to put on display. He would also pick up some posterboard and an easel to help prop up the prints, with the plan of meeting up with us later to drop off the goods so we could finish assembling our table. </p><p class="">Meanwhile, we met with a few other early visitors to the convention; special shoutouts to Alejandro and Ava! These devs seriously impressed us with their amazing projects:</p><ul data-rte-list="default"><li><p class="">Alejandro showed us a work-in-progress version of their game <strong>RealmWays</strong>, an interdimensional train game with exciting side-scrolling 2D physics action!</p></li><li><p class="">Ava, a.k.a <a href="https://www.exodrifter.space/" target="_blank">exodrifter</a> online, told us about their isolating space escape room game <a href="https://store.steampowered.com/app/2840590/no_signal/" target="_blank">No Signal</a> (soon to come to Steam), which we later got to play as a part of the showcase!</p></li></ul><p class="">I was glad to find that not only had we quickly made new friends here, but that we would find ourselves sticking together and sharing some special moments over the next few days too. There’s something to be said about the kind, intelligent, and motivated people you will find in a community like this if you’re willing to open up a bit :) .</p><p class="">The day progressed quickly; we attended a workshop where we learned the basics of developing a GDExtension with C++, and another workshop where we learned how to integrate several narrative design techniques into a Godot game. Despite a few hiccups in the presentations (e.g. some crashing programs), it’s safe to say that we learned a fair bit, and will put what we’ve learned to use in TurnTide Tales as a part of our future updates.</p><p class="">By the end of the day, and with the workshops behind us, we had fully prepared our showcase area, putting the game’s art front-and-center for visitors to see. We headed out to a local bar <em>Flat Top Johnny’s</em> to meet up with our friends and discuss game development (of course), and play a few exciting rounds of pool to relax. The night ended on a high note, though I did find myself staying up extra late to push out some last-minute game patches to make the next day’s showcase experience as nice as possible!</p>


  






  






  

  



  
    
      

        
          
            
              
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  <h2>Day 2 - Showcase Part 1</h2><p class="">On Tuesday, we finally got to show the game to so many visitors, it was truly an amazing time! I’m not usually one for extended conversation, but I found myself talking almost nonstop the entire day. Before I even knew it, lunch had arrived, and then it was time to pack up and leave - how did this happen so fast?</p><p class="">I got into a rhythm of breaking down the main aspects of our game, and the features that players would experience both in their short time playtesting and in the future as the game develops:</p><ul data-rte-list="default"><li><p class="">It’s a hybrid open world/tactics rpg with a pirate theme and a cool art style.</p></li><li><p class="">You get to travel around with your pirate crew on land and by sea, picking up quests and helping out the creatures of this world.</p></li><li><p class="">You can engage in turn-based combat with your units, and interact with real-time mechanics to determine the outcome of your attacks.</p></li><li><p class="">and so on…</p></li></ul><p class="">During all this, I pointed to our new concept art to illustrate these features and discuss the future direction that our game will move in (more on that later!). Partway through the day, I got to give a short interview with the Godot YouTuber <a href="https://www.youtube.com/@stayathomedev" target="_blank">StayAtHomeDev</a>, and though I may not have hit all the points I intended to (due to my sleep-deprived state), I’m still quite thankful for the opportunity! I also managed to sneak away from the table for a few brief moments to check out some of the other cool showcases, and vowed that I would see every single one in depth before the convention would wrap up. We left the convention that day with a renewed confidence driven by the overwhelmingly positive reception that our visitors bestowed on us, and an organized list of feedback to act upon through future game patches and additions.</p><p class="">That night, Cole headed out to visit a friend, and Jack &amp; I met up with our now great friend Alejandro for an evening of round-robin ping pong!</p>


  






  














































  

    
  
    

      

      
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  <h2>Day 3 - Showcase Part 2</h2><p class="">Wednesday was, thankfully, somewhat slower-paced than the day prior. We were still very busy attending to our table, but we were able to take our time walking players through the game, and got to show &amp; talk about more of the obscure details like the environmental elements (buildings, foliage, water features) of the large island we’ve been constructing for our demo.</p><p class="">As the crowds thinned out a bit, I was able to go around to all of the remaining showcase devs and play their games for myself! I really took my time to discuss each game in-depth with at least one developer from each table, immersing myself in their crafted environments, and experiencing the shared dreams that led each of them to this point. It’s a humbling experience to handle multiple decades worth of hard work condensed in the form of a dozen independently made games - at least, it certainly was for me! I’ve already extended my wishlist quite a bit, and I’m looking forward to a bunch of new game releases on the horizon.</p><p class="">While I won’t go any further into the specifics of these games here, I am happy to share this video that my brother put together where he interviews every showcase, so you can get the gist of each one!</p>


  






  

















  
    
      
    
    
      
        
      
    
    
  


  
  <p class="">By the end of the day, we were starting to feel the exhaustion creep in, but there was an undeniable invigorating energy keeping us motivated to continue on. We eventually wrapped up on a very high note, and starting preparing for the long journey back home. That night, Cole and I decided to head out and visit the local <a href="https://gamedev.boston/events/demo-night" target="_blank">Boston Indies Demo Night</a> event where we got to try out another handful of exciting indie games, this time outside of the Godot sphere of influence, but still great just the same! We wish we could have attended even more of the great events going on that week (especially PAX East!) but our busy schedules sadly got in the way. Maybe next year!</p>


  






  














































  

    
  
    

      

      
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  <h2>Back Home Again</h2><p class="">We left GodotCon with a nice stack of cards, pamphlets, and goodies to remember it by. Additionally, each attendant received a copy of the <em>GodotCon Anthology</em>, a collection of small game projects submitted by the convention goers for all to play. We submitted our game jam game <a href="https://comfymittensamuel.itch.io/going-for-goldie" target="_blank">Going for Goldie</a> to be a part of this collection, and I’m glad to say it was accepted! I’m excited for everyone to give it a go, and for myself to try out the other projects in this anthology, too.</p>


  






  














































  

    
  
    

      

      
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            <p data-rte-preserve-empty="true">A look at all the goodies I picked up while in Boston.</p>
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  <p class="">While we didn’t keep track of the exact number of visitors to our table, we do know we ended up handing out roughly 120 of our cards! From that and other factors I think it’s fair to estimate we had <em>at least</em> 70 people get hands on with the game, maybe quite a bit more. There was a near constant stream of people popping in to give the game a try or to watch another player go through the demo, sometimes we had two or even all three of us discussing the game simultaneously. If we were to do this again, I think we’d bring a second monitor!</p><h2>What’s Next for TurnTide Tales</h2><p class="">Now let’s talk about some of the updates to TurnTide Tales that you can expect to see from us over the next while. These topics are illustrated (literally) by a series of amazing concept artwork pieces by our artist, and they work together to form a rough roadmap of sorts, though the exact order and nuances are not solidified yet. We will only cover these topics at a surface level to start with, as future devlogs will dive into all the details!</p>


  






  



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  <h3>The Story</h3>


  






  














































  

    
  
    

      

      
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            <p data-rte-preserve-empty="true">The protagonist trio, Moss, Beaux, and Budger, posing in front of the intimidating antagonist Captain Pine.</p>
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&nbsp;
  
  <p class="">Ever since conceptualizing this game years ago, we knew that there was an exciting, deep story for us to tell, and a colorful cast of characters for us to depict it with. Here we’ve clearly posed the main heroes of the game that you will come to know and love:</p><ul data-rte-list="default"><li><p class="">Moss - A skilled swordfighting mouse who becomes the captain of a small but loyal crew, who uses his wits and courage to outdo his foes.</p></li><li><p class="">Beaux - A red squirrel mechanic and ranged specialist who provides invaluable scouting and repair services to her team.</p></li><li><p class="">Budger - An amnesiac badger with a heart of gold, a heavy specialist who can wield a cannon with his brute muscle alone.</p></li></ul><p class="">Behind the heroes lurks the main villain of the game, <em>Captain Pine</em>.</p><ul data-rte-list="default"><li><p class="">Captain Pine - An Owl lord who rules with an iron fist, enslaving the good creatures of the seas. Nothing short of an impressive display of force can sway him…</p></li></ul><p class="">Future developments will all be made with our story in mind, with features that support the story beats and themes we want to portray. Over time we will add in character models for these four specific characters along with other named characters we haven’t revealed yet!</p><h3>NPCs and Quests</h3>


  






  














































  

    
  
    

      

      
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            <p data-rte-preserve-empty="true">Moss looks out toward the shore and sees a stranded Mouse with a broken ship contemplating his next move. Maybe he can lend a hand?</p>
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  <p class="">As we work on the open-world aspects of our game, we will start to flesh out the world through NPCs that will offer up quests for the player to engage with.</p><p class="">Quests will be a critical part of the main story, but we will also have side quests which will lead the player through a number of fun, wacky adventures fitting of a ragtag pirate crew. Solve environmental puzzles, dig up buried treasure, and uncover the secrets of each island and the sea itself through these escapades!</p><h3>Player and Unit Inventories</h3>


  






  














































  

    
  
    

      

      
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            <p data-rte-preserve-empty="true">The player has stocked up on the bountiful goods of the isles - surely these will be useful for the crew!</p>
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  <p class="">Our game has had the concept of unit inventories for a while already; every unit has their own inventory at the start of battle, with access to some number of weapons and items. But we’re going to be expanding the whole inventory system, turning it into a global player inventory that you’ll be able to manage outside of battle too! The goal is to make a system that rewards the player for interacting with and exploring the world, yet doesn’t force them to approach the game in any one specific way.</p><p class="">As you run around the isles, you’ll find yourself discovering new items in the world and picking them up. Some of these will be healing items or other consumables, or will be tradable, cookable, or craftable into usable items, or will be new weapons to assign to your units, and so on! We will also be introducing the concept of weapon ammunition, with different tiers of ammo that can provide a range of damage &amp; effect outcomes in battle. Units will have different weapon proficiencies and differing numbers of inventory slots, so your strategies will largely revolve around team composition using the items available to you.</p><h3>Skill Trees</h3>


  






  














































  

    
  
    

      

      
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            <p data-rte-preserve-empty="true">The player has unlocked a new skill within Moss’s <em>Sword Mastery</em> skill tree branch, achieving a new attack that can be used in battle.</p>
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  <p class="">The units on your team will each have their own skill trees, so you’ll be able to evolve each of your crew members’ abilities throughout the game. This system will play hand-in-hand with the unit inventory system, so as the player you’ll have more choices to make about team composition. You may find that each battle calls for a different set of units, if you wish to make the most of their synergies!</p><p class="">To actually unlock skills in the skill trees, we’re envisioning a skill point mechanic, where skill points are first unlocked for your player and can then be separately assigned to each individual units’ skill trees in turn. So if you gain 10 skill points, now every unit in your crew gets 10 skill points to assign in their own skill trees. You’ll be able to respec these points easily too. This approach is intended to encourage experimenting with new unit abilities and configurations rather than locking the player into using the same few skills throughout the whole game! These points will be earned as single-time unlocks mainly from the completion of battles, but also from side quests and other activities.</p><h3>Ship Exploration</h3>


  






  














































  

    
  
    

      

      
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            <p data-rte-preserve-empty="true">The crew sails off into seas aboard their trusty vessel, <em>The TurnTide</em>.</p>
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  <p class="">So far we’ve been building out one large map scene that we’ve been referring to as the “demo island”, a.k.a. <em>The Breezy Isles</em>, which is intended to show off most of the vertical slice of our game as far as land-based activities go. However, there’s one major part of the game that we haven’t even introduced yet, and that is <strong>ship exploration</strong>!</p><p class="">You see, the game doesn’t all take place on just one big island. As Moss &amp; crew, you’ll pilot your boat <em>The TurnTide</em> from island-to-island in search of treasure and loot, completing quests along the way. You’ll follow a world map to lead you to these new destinations in the world space, and you’ll no doubt find some interesting isles and hidden coves as you go.</p><p class="">As you approach an island in the world space, its terrain will be dynamically loaded up and then become visible in the distance. At most islands you will need to find a valid dock to depart at, but some islands will be blocked off until you complete a prerequisite task, including navigating through dire channels or fighting off a threatening enemy pirate armada.</p><h3>Ship-to-Ship Combat</h3>


  






  














































  

    
  
    

      

      
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          <figcaption data-sqsp-image-classic-block-caption-container class="image-caption-wrapper">
            <p data-rte-preserve-empty="true">Moss, Beaux, and Budger fight for their lives aboard <em>The TurnTide</em>, each coming together as a critical member of the crew to keep their ship intact and win the battle!</p>
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  <p class="">What kind of pirate game would this be if there wasn’t some form of naval combat?</p><p class="">The seas are filled with Captain Pine’s vile underling crews, and evil forces unknown. While traveling the seas, you’ll come across these foes and engage in ship-to-ship combat, where you’ll assign units to various posts on your ship to carry out their duties and achieve victory. As the crew leader, Moss will find his place at the helm of the ship and take control to steer the vessel out of harm’s way and into strategic positions to fire from, Beaux will use her mechanic skills to repair the ship and keep it afloat, and Budger will use his heavy skills &amp; muscle to man the cannons and fire volleys at approaching adversaries. As you unlock new units, you’ll be able to assign them to the ship to increase your firepower or even unlock new ship-specific combat abilities.</p><h3>World Minigames</h3>


  






  














































  

    
  
    

      

      
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          <figcaption data-sqsp-image-classic-block-caption-container class="image-caption-wrapper">
            <p data-rte-preserve-empty="true">Moss fishes up a new catch out at the dock. Wait, this lil’ guy seems familiar <a href="https://comfymittensamuel.itch.io/going-for-goldie">somehow…</a></p>
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  <p class="">In my opinion, no open-world game feels complete without some minigames to pass the time with! And we at ComfyMitten are especially fond of fishing minigames; we’ve played all sorts of them, from the simplest QTE games to frantic bobber-balancing nightmares, and everything in-between. We’re looking forward to putting our own spin on the genre, and to introduce a new, fulfilling fishing minigame that will be worth your time. Not only do we believe that fishing will be fun on its own merits, it will also reward you with new items and treasure to deck out your crew with!</p><p class="">Fishing isn’t the only minigame we’re planning, but it is the one we’ve given the most thought to so far. We’re also considering minigames for card/dice games, sea shanty singing/karaoke, foot &amp; boat races, and more!</p>


  






  




  
  <h2>Wrapping Up</h2><p class="">We hope you’re as excited for the future of <strong>TurnTide Tales</strong> as we are! We’ve known for a while that our game’s scope is quite ambitious, which is part of why we’ve avoided talking about all these new features until now for fear of setting lofty and unachievable expectations. But with all the wonderful feedback we received at GodotCon about our game even in its current, limited state, I’m confident that we’ve made the right choice here.</p><p class="">Stay tuned for more updates in the near future!</p>]]></content:encoded><media:content height="1125" isDefault="true" medium="image" type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1747097308476-R14EO271Z3D7NABFNTKV/20250505_144434.jpg?format=1500w" width="1500"><media:title type="plain">Our GodotCon Experience, and the Future of TurnTide Tales</media:title></media:content></item><item><title>Devlog 2: Combat &amp; Godotcon</title><dc:creator>Cole Szeszulski</dc:creator><pubDate>Tue, 29 Apr 2025 13:34:09 +0000</pubDate><link>https://www.comfymitten.games/devlog/devlog-2-combat-amp-godotcon</link><guid isPermaLink="false">6334889bea67a03a51302634:6334ba0ae414f03c7b3d22d2:6807983b6e50a65566920bd1</guid><description><![CDATA[<figure class="
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  <p class="">In our first development log we gave a brief overview of the characters, world, and gameplay that we are creating. Today we want to give a bit more information on our combat system and what you’ll be able to expect when facing down the enemies of our tumultuous trio!</p><p class="">Spread across our open world are various areas where combat can occur. Depending on the context of the battle, they may start when the player gets close, or after a cutscene, or even on a simple button prompt, but either way you should always be prepared for a fight!</p><p class="">Once you have entered combat, your perspective will shift to give you a slightly better view of the battlefield and the tactical grid will appear. First off, you’ll need to place a number of your crewmates within the deployment area that is highlighted. Each visible space is a ‘node’ that you can later move to, shoot at, or swing a sword towards, among other options, but only the highlighted nodes can be occupied by your units. Once you are happy with their placement you can start the battle!</p>


  






  














































  

    
  
    

      

      
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  <p class="">Each battle is turn-based, and a turn consists of any number of different actions &amp; events that could spell the end of your journey or lead to a glorious victory! On a team’s turn, each crew member can perform a limited number of actions up to the maximum allowed by their Stamina bar. You can choose to use all of your stamina to move to an advantageous location on the battlefield, go all in on attacking and fire your pistol as many times as you can, or mix it up with any combination of attacks, moves, using items, or special options in the Order menu. Different actions consume different amounts of stamina, and we have plans to introduce additional forms of limited resources intro the fray, so you’ll have to make your moves count!</p>


  






  














































  

    
  
    

      

      
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  <p class="">Attacking allows you to choose from different attacks for each weapon and an enemy (or object) to attack. Once each is selected, you will enter into a short minigame that can lead to bonus damage if you do well. Don’t worry; you will still do a base amount of damage even if you miss the timings! The mini game consists of a path of points that you have to hit at just the right moment, very similar to some rhythm games you might’ve played before. Each attack will have a slightly different path, and some weapons may even provide special attacks that will test your abilities!</p>


  






  








  
    
      

        

        
          
            
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  <p class="">Moving your units is quite simple. Once you select the option, you'll be able to select and move to any space within movement range that is not currently occupied or blocked by another unit or object.</p>


  






  














































  

    
  
    

      

      
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  <p class="">Items can range from one time use healing items, bombs, and battle-changing equipment. Items will have many different uses and they can be found all over the map. Whether you heal yourself or your crewmates, light some cover on fire to drive the enemy out into the open, or create cover of your own to block line of sight, items are powerful tools to fill out your arsenal.&nbsp;</p><p class="">Orders are special abilities that are based on the character, and are influenced by your position on the battlefield and the objects around you. Fire cannons located about the battlefield, use character specific-abilities like picking up cover objects, or call for backup from your crew below deck to turn the tides of battle in your favor!</p><p class="">While much of this is still a work in progress, we are so excited to have shared this with everyone as we continue to push forward. Our aim is to have fun, dynamic battles that still allow a great deal of depth in their strategy, and allow players to freely experiment with team composition, unit skills, and equipment builds to their hearts’ content.</p><p class="">In other news, we will be headed to GodotCon 2025 in Boston, Massachusetts! We are thrilled to announce we will be a part of the showcase held there, and anyone who comes to the convention will have a chance to give TurnTide Tales a try! We hope to see you there!</p>


  






  














































  

    
  
    

      

      
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                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/f7efab95-3bf6-4699-adea-77206bf49cee/godotcon-boston-2025.png" data-image-dimensions="3499x1968" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" data-sqsp-image-classic-block-image src="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/f7efab95-3bf6-4699-adea-77206bf49cee/godotcon-boston-2025.png?format=1000w" width="3499" height="1968" sizes="(max-width: 640px) 100vw, (max-width: 767px) 100vw, 100vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/f7efab95-3bf6-4699-adea-77206bf49cee/godotcon-boston-2025.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/f7efab95-3bf6-4699-adea-77206bf49cee/godotcon-boston-2025.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/f7efab95-3bf6-4699-adea-77206bf49cee/godotcon-boston-2025.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/f7efab95-3bf6-4699-adea-77206bf49cee/godotcon-boston-2025.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/f7efab95-3bf6-4699-adea-77206bf49cee/godotcon-boston-2025.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/f7efab95-3bf6-4699-adea-77206bf49cee/godotcon-boston-2025.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/f7efab95-3bf6-4699-adea-77206bf49cee/godotcon-boston-2025.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
      
        </figure>]]></description><media:content height="844" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1745933767837-ZN7PFC60VOFE57GCM454/schoolyard1.png?format=1500w" width="1500"><media:title type="plain">Devlog 2: Combat &amp; Godotcon</media:title></media:content></item><item><title>TurnTide Tales</title><dc:creator>Cole Szeszulski</dc:creator><pubDate>Sun, 23 Feb 2025 14:00:00 +0000</pubDate><link>https://www.comfymitten.games/devlog/turntide-tales</link><guid isPermaLink="false">6334889bea67a03a51302634:6334ba0ae414f03c7b3d22d2:67b69aa74d35dc0b52ee21eb</guid><description><![CDATA[Announcing our new game, TurnTide Tales - a swashbuckling tactics 
adventure.]]></description><content:encoded><![CDATA[<figure class="
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  <p class="">Hello everyone!</p><p class="">We at ComfyMitten are very excited to announce our latest project, TurnTide Tales! Embark on an epic swashbuckling adventure across the high seas with our daring crew; The Captain Moss the mouse, Beaux the Red Squirrel, and Budger the badger. After the wicked Captain Pine sweeps his wings of destruction across his home island, Moss is carried out with the tide and onto an epic journey - from ship battles on the high seas to port towns surrounded by island jungles - to become a great leader, to overcome his fears, and to stop Captain Pine no matter the cost.</p>


  






  






  

  



  
    
      

        
          
            
              
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                <img class="thumb-image" elementtiming="system-gallery-block-slideshow" data-image="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1740068411628-K1CVH0UDHZINFODGPUKO/weasel_cleaned.png" data-image-dimensions="1920x1920" data-image-focal-point="0.5,0.5" alt="weasel_cleaned.png" data-load="false" data-image-id="67b75632a25368685d1ab69e" data-type="image" src="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1740068411628-K1CVH0UDHZINFODGPUKO/weasel_cleaned.png?format=1000w" /><br>
              

              
                
              
              
            
          
          
        

        

        

      
    
  

  
    
    
    
      
      
        
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  <p class="">Explore a hand crafted open world of diverse islands, all filled with quirky characters living out their lives while evading the dastardly Captain Pine!</p>


  






  






  

  



  
    
      

        
          
            
              
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  <p data-rte-preserve-empty="true" class=""></p><p class="">Fight in fierce turn-based tactics style battles to free the land and sea from those who want to exploit it.&nbsp;</p>


  






  






  

  



  
    
      

        
          
            
              
                <img class="thumb-image" elementtiming="system-gallery-block-slideshow" data-image="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1740310311373-RU3I5QGG6XN19ZFPN8YV/In_Game_2-23-25_Tactics_1.PNG" data-image-dimensions="1922x1112" data-image-focal-point="0.5,0.5" alt="In_Game_2-23-25_Tactics_1.PNG" data-load="false" data-image-id="67bb07219d53875b60ea4ad1" data-type="image" src="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1740310311373-RU3I5QGG6XN19ZFPN8YV/In_Game_2-23-25_Tactics_1.PNG?format=1000w" /><br>
              

              
                
              
              
            
          
          
        

        

        

      

        
          
            
              
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  <p data-rte-preserve-empty="true" class=""></p><p class="">Search for lost or hidden treasures from pirates' past while helping your crew overcome their fears and save innocent lives everywhere.</p>


  






  














































  

    
  
    

      

      
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  <p class="">TurnTide Tales has been in the works for the past 4 years amongst our small but growing team. As it is our first major game, we have been learning all about the game development process and have kept the project fairly under wraps to the public eye. We wanted to feel confident in our game and make sure we could deliver on our goals for the project before drawing too much attention to it. This project has been a labour of love in the total sense of the words as we have each carved out a lot of time between our day jobs and every other hectic event that happens during what we call life. We hope to bring you updates on a more regular basis as we push to complete the early demo and invite some of you to join our playtest coming up in the next few months! </p><p data-rte-preserve-empty="true" class=""></p><p class="">Later today, we’ll be publishing an announcement video showcasing some of our game’s features! Check it out here: <a href="https://youtu.be/q4RYL2V9hBo">https://youtu.be/q4RYL2V9hBo</a></p><p data-rte-preserve-empty="true" class=""></p><p class="">Let your sails be ever filled with wind,</p><p class="">Cole Szeszulski&nbsp;&nbsp;</p><p class=""><br><br><br><br><br><br></p>]]></content:encoded><media:content height="791" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/bbd9d896-e9b3-4b11-b7df-3690cd782c18/moss_home2.png?format=1500w" width="1500"><media:title type="plain">TurnTide Tales</media:title></media:content></item><item><title>We got the games, you’ve got the jam!</title><dc:creator>Jack Kison</dc:creator><pubDate>Fri, 07 Jul 2023 16:39:24 +0000</pubDate><link>https://www.comfymitten.games/devlog/we-got-the-games-youve-got-the-jam</link><guid isPermaLink="false">6334889bea67a03a51302634:6334ba0ae414f03c7b3d22d2:64a83c0d1fdbc72aa31530d4</guid><description><![CDATA[<p class="">Well, it’s finally happened! The celestial void called out in its dark timbre, and we at ComfyMitten have heeded the call!</p><p class="">By ‘celestial void’, we of course mean the much anticipated GMTK 2023 Game Jam, and by ‘we at ComfyMitten’ we mean ‘we at ComfyMitten’. Taking on this challenge represents an exciting step for us all, much like how a child might feel riding a bike with training wheels for the first time. First, we go around the block with this Game Jam - then, we take off the training wheels, slap a lawnmower motor on that bad boy, and tear off toward the sunset with the future release of our very first game! </p><p class="">It’s easy to see a blank page just getting started like ours, and think “who are these newbies”? In reality, this group is composed of a small team of very talented artists (who I have the privilege of working alongside), which has been active for over a year now! Sleeping, dormant, until the moment to raise our heads arrived.</p><p class="">And now it’s here - wish us luck! And, if you would be willing to, check us and the other amazing creators in this contest out here:  https://itch.io/jam/gmtk-2023</p><p class="">The ComfyMitten Team</p>


  






  














































  

    
  
    

      

      
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  <p class=""><br></p>]]></description></item><item><title>Welcome to ComfyMitten!</title><dc:creator>Samuel Kison</dc:creator><pubDate>Wed, 28 Sep 2022 21:00:00 +0000</pubDate><link>https://www.comfymitten.games/devlog/welcome-to-comfymitten</link><guid isPermaLink="false">6334889bea67a03a51302634:6334ba0ae414f03c7b3d22d2:6334ba0ae414f03c7b3d22d8</guid><description><![CDATA[We are working on our first big game project, more to come soon!]]></description><content:encoded><![CDATA[&nbsp;&nbsp;










































  

    
  
    

      

      
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                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/5e22cb2e-1289-4806-89aa-8739efff673b/Logo+v2+Final+Full+-+High+Res.png" data-image-dimensions="2160x2160" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" data-sqsp-image-classic-block-image src="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/5e22cb2e-1289-4806-89aa-8739efff673b/Logo+v2+Final+Full+-+High+Res.png?format=1000w" width="2160" height="2160" sizes="(max-width: 640px) 100vw, (max-width: 767px) 50vw, 50vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/5e22cb2e-1289-4806-89aa-8739efff673b/Logo+v2+Final+Full+-+High+Res.png?format=100w 100w, https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/5e22cb2e-1289-4806-89aa-8739efff673b/Logo+v2+Final+Full+-+High+Res.png?format=300w 300w, https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/5e22cb2e-1289-4806-89aa-8739efff673b/Logo+v2+Final+Full+-+High+Res.png?format=500w 500w, https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/5e22cb2e-1289-4806-89aa-8739efff673b/Logo+v2+Final+Full+-+High+Res.png?format=750w 750w, https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/5e22cb2e-1289-4806-89aa-8739efff673b/Logo+v2+Final+Full+-+High+Res.png?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/5e22cb2e-1289-4806-89aa-8739efff673b/Logo+v2+Final+Full+-+High+Res.png?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/5e22cb2e-1289-4806-89aa-8739efff673b/Logo+v2+Final+Full+-+High+Res.png?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
      
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&nbsp;
  
  <p class=""><strong>September 28, 2022</strong></p>


  






  




  
  <p class="">Today we launch the ComfyMitten website in preparation for future announcements and devlog posts - keep an eye out for updates!</p><p class="">[Edit 4/30/25 - we’ve updated the ComfyMitten logo with our newer design!]</p>


  






  



&nbsp;]]></content:encoded><media:content height="1080" isDefault="true" medium="image" type="image/png" url="https://images.squarespace-cdn.com/content/v1/6334889bea67a03a51302634/1747195153104-4PI5WTDWYHMO71504Y0J/Logo+v2+Mitten+and+Snowflakes+with+Title+Text.png?format=1500w" width="1080"><media:title type="plain">Welcome to ComfyMitten!</media:title></media:content></item></channel></rss>