<?xml version="1.0" encoding="UTF-8" ?><rss version="2.0"><channel><title>Rail Shot - Prototype Devlog - itch.io</title><link>https://solidstatekc.itch.io/railshot-proto</link><description>A precision physics arcade experience about finding the perfect line.</description><item><guid>https://solidstatekc.itch.io/railshot-proto/devlog/1511832/exploring-the-art-direction</guid><title>Exploring the Art Direction</title><link>https://solidstatekc.itch.io/railshot-proto/devlog/1511832/exploring-the-art-direction</link><pubDate>Mon, 04 May 2026 19:15:48 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Right now Rail Shot is still very much a gameplay-first prototype. That’s intentional. Before committing to final art, I wanted to answer the only question that really matters: Is the core loop actu...</p>]]></description></item><item><guid>https://solidstatekc.itch.io/railshot-proto/devlog/1511807/why-i-built-a-browser-based-level-editor-before-finishing-the-game</guid><title>Why I Built a Browser-Based Level Editor Before Finishing the Game</title><link>https://solidstatekc.itch.io/railshot-proto/devlog/1511807/why-i-built-a-browser-based-level-editor-before-finishing-the-game</link><pubDate>Mon, 04 May 2026 19:15:36 GMT</pubDate><category>devlog</category><description><![CDATA[<p>This may be backwards… But before Rail Shot even had an art style, I became obsessed with one question: How do I make more levels without hand-building every single one? My first idea was to build a...</p>]]></description></item><item><guid>https://solidstatekc.itch.io/railshot-proto/devlog/1511795/treating-a-tiny-prototype-like-a-full-commercial-game</guid><title>Treating a Tiny Prototype Like a Full Commercial Game</title><link>https://solidstatekc.itch.io/railshot-proto/devlog/1511795/treating-a-tiny-prototype-like-a-full-commercial-game</link><pubDate>Mon, 04 May 2026 19:15:08 GMT</pubDate><category>devlog</category><description><![CDATA[<p>One of the goals of this project wasn’t just to make a game... it was to learn all the systems of a complete game. It was playable after just days but then i spent weeks and months on the systems th...</p>]]></description></item><item><guid>https://solidstatekc.itch.io/railshot-proto/devlog/1511789/the-first-time-the-prototype-actually-felt-fun</guid><title>The First Time the Prototype Actually Felt Fun</title><link>https://solidstatekc.itch.io/railshot-proto/devlog/1511789/the-first-time-the-prototype-actually-felt-fun</link><pubDate>Mon, 04 May 2026 19:14:38 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Like most prototypes, Rail Shot started ugly. No art. No particles. No sound design. Just black lines, circles, colliders, and a coin falling through a bunch of test geometry. The original collision t...</p>]]></description></item><item><guid>https://solidstatekc.itch.io/railshot-proto/devlog/1511783/why-i-built-a-game-based-on-a-1956-mechanical-arcade-machine</guid><title>Why I Built a Game Based on a 1956 Mechanical Arcade Machine</title><link>https://solidstatekc.itch.io/railshot-proto/devlog/1511783/why-i-built-a-game-based-on-a-1956-mechanical-arcade-machine</link><pubDate>Mon, 04 May 2026 19:13:45 GMT</pubDate><category>devlog</category><description><![CDATA[<p>I run a real-world pinball arcade, so I spend a lot of time around machines that were designed to do one thing really well: make you say “just one more try.” A while back I became obsessed with Ba...</p>]]></description></item></channel></rss>