April 24th, 2025
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The flowers at this time of year are so lovely! sniff sniff sniff⌠Theyâre pretty enough that Iâm THIS close to forgetting the pollen up my nose. So it goes. Regardless of springtime allergies or not, itâs Snoozy Devpost time!
If this is your first time seeing us, hey! Weâre Snoozy Kazoo, a game dev studio of six guys who make dumb, silly, and fun games. We made the Turnip Boy games, and weâre currently in the midst of working on our latest game, Hobnobbers!
Whatâs Snoozy been up to?
AhâŚ! Weâre so, so close to being able to announce something really excitingâŚ! But you have to forgive me. I canât say anything yet. Keep your eyes peeled â thereâs going to be a LOT of exciting Snoozy Newsâ˘ď¸ come May. Even if I canât say the big deets yet, I can at least drop this link right overrr here for you merch heads out thereâŚ
Buuuut since we canât talk about our projects, letâs talk about the next best thing: Project Management! This past month, Snoozy switched from our old task-tracking system to a new system called Codecks. Imagine if you could track your project progress with a deck-building roguelike, and thatâs what Codecks is! Itâs a nifty little tool specifically made for Indie Game Developers, which we just happen to be.
And to clear the air: no, we are not sponsored in any way by Codecks. Though if Codecks is reading this â weâd totally love to be!
We wanted to share how this system has been working for us, so any aspiring indie devs out there can see if this system is appealing to them and potentially benefit from it!
How it works
Whatâs made Codecks click for us is how it blends structure with playfulness. It doesnât just let you organize your work â it encourages you to think about it in terms of clear progress paths, visual layouts, and deck-building metaphors.
We kept falling off of our past task systems because jugging a gameâs worth of art, code, design, writing, marketing, and bug-fixing while ALSO needing to come up with constantly updating organization methods is. Hard. Codecks simplifies that process!
Codecks organizes itself into Cards, Decks, and Projects. Cards are tasks (like âAnimate a Hobâs death!â), Decks are chunks (animating a Hob would go in our âArtâ Deck, but you could split it up further into a â3D Animationâ deck while also having a â3D Modelingâ Deck), and Projects are, well, projects! (âHobnobbersâ is, well, our project!)
What we like
Myyy personal favorite bit of Codecks is how it handles Conversations. Conversations can be had on any card, which makes it really easy to find discussions and notes on particular topics. In the past, weâve used Discord to talk about ideas, critiques, and problems as theyâve come up. When notes are discussed quickly, they donât necessarily quality for opening up the whole task itself, which has made remembering clarifications like âWait, what resolution did this sprite need to be, again?â as simple as pulling up its relevant card.
Other people on the team love the âRequired Effortâ settings, which allow you to set an amount of effort for each card and then see how much total effort a single person has. Basically, all of us adore the fact that you can use Markdown (which I, Yukon, am currently converting this post into for the Snoozy website haha). There are just a ton of little quality of life features that really feel like this tool was made by indie devs, for indie devs, and itâs really smooth to use!
But Iâm just a little guy. Just a Small Man. With Few Dollars?
Codecks is free for up to 5 users on a team! If youâre a solo developer working on a project in your spare time, itâs probably more than suitable for you.
Aaaand that was our non-sponsored shilling of this tool we really like! Thereâs only so much we can say without going too into the weeds of it, but we hope that giving you a peep into our processes helped you out!
Team Corner!
Itâs back a second time! Almost like itâs always going to be here!
This week weâve got⌠badadadum, Jake! Our musician and developer!
What are you most excited for in Hobnobbers?
Iâm most excited for the physics. Some of my favorite games have really robust physics simulations like Gang Beasts, Motor Town, and BeamNG.drive. I love sandbox games that have fun and unexpected environments to explore in a tactile way.
Whatâs something youâve worked on in Hobnobbers recently that youâve found particularly frustrating?
Audio Volumes and spatialization. In a 3D game, each space needs to sound different, and sometimes dialing that in just right can be a pain. Large open rooms and tiny little tunnels sound different in real life, and they will do the same in Hobnobbers, after lots of tweaking and iteration. Coming from 2D development, this literally opens up a whole new dimension of sound design.
What kinds of feelings do you hope for the Hobnobbersâ music to bring about?
I really want to mix dreamlike folktale and plastic consumerism. I am super inspired by I spy books, grimms fairytales, folk/americana music, and toy instruments for the Hobnobbers musical palette, and the music comes very naturally when the inspirations are so vivid. A lot of Hobnobbers is about simulating something tactile and physical in a digital space, and I hope to channel that into the music.
Yay! Thank you for your time!
Andddd weâre all wrapped up!
As a reminder, feel free to send in questions for us to answer on our Tumblr, or join our Discord and ask questions in the âask-the-devs-ââ channel!
Keep your eyes peeled for this upcoming month in particular â weâve got a lot of cool announcements coming up!
As per Devposts, see you next month!!





