playing around with a few simple god ray vfx, not sure where this is going
playing around with a few simple god ray vfx, not sure where this is going
Dev update
โข Pooling fixes + less CPU from proc gen (not all heavy stuff pooled yet)
โข Clearer play area
โข Enemies react to player within grid
โข Sword deflects bombs
โข Big env improvements
โข Temp forest soundtrack test
โข No Steam Next Fest, maybe next year
Procedural level gen as Step 1 wasโฆ a choice.
Currently: profiling my desperation, not my game. #Godot
1977-2026
Wow, that's great progress right there!
Game Dev Update:
- Camera top view angle again
- Combat rework: tactical grid + side cam
- Charged sword attacks + target select between enemies in sight
- Timed sword deflect vs falling tower bombs
- Sword hit range fixed + other bugs
Gameplayโs finally settling in, WDYT?
#Godot #indiedev #gamedev
Customization screen update :)
#gamedev #godotengine #wildcosmos
I can make them billboard for sure, thanks for checking and letting me know!
I had a bit of a break, but I'm throwing out another gameplay update soon since the base gameplay seemed lacking a bit of better flow
My last update for 2025:
- Tactical grid system (normal + multi attacks)
- It was quite a fulfilling year: many tiny steps, many rewrites, and plenty of โalmost thereโ moments. I didnโt finish everything I wanted, but the core idea is nearly locked in.
- To 2026!
Another pre-xmas dev update: first SFX implementations
- Footsteps per surface
- Jump + dash
- UI selection + upgrade select
- Sword swings
- Bombs
- Water (why is water so complicated?)
Everything feels way more alive though. Water VFX effects next
#gamedev #indiedev
Small Dev update before x-mas: Skill system is getting along.
โข Re-roll skills
โข Dynamic skill slots
โข Quick descriptions
โข Level-ups = skill points
โข Main skill use point to unlock; main/child skills (after unlock) use points or gold.
#gamedev #indiedev #Godot
Please be nice to my spider boss.
Sheโs in that awkward phase between "goofy animation test" and "traumatizing one-shot encounter".
#gamedev #WIP #indiedev #godot
thank you, really, i appreciate any support in written form (this keeps me going)
Small Dev Update:
- Reworked dialogue system
- Testing new scripted scenes
- First level boss fight nearly done
- Final polish + tighter skill-system integration next
- Goal: playable private alpha by year's end
#gamedev #indiedev #Godot #GodotEngine
Looks really good, I could use smooth gameplay like that
That's so cool
Dev update:
- punchier hit VFX
- layering/masking fixes;
- ongoing progress in boss fight dev
- better enemy visibility in tree-heavy areas
- new group combat flow via manual "Kairos Charger"
Not 100% sure about Kairos, but it's starting to feel right
#gamedev #indiedev #Godot
testing some shader effect for skills selection
#indiedev #GodotEngine #gamedev
Some update! ๐ฎ
โข Movement overhauled
โข Sword & communicator head now move in circular arcs
โข New sword animations + combos
โข New skill system approach
โข Mid-level boss fight almost finished
โข Pickable loot pops from barrels/objects
#IndieDev #GodotEngine #GameDev
Game Dev Update:
- Push It, Pull It, Throw It, Twist It? (, Bop It?)
- Fixing sprite3D/water rendering issue
#IndieDev #GodotEngine #GameDev
Testing Buoyancy Water Effect
Quick update: added pooling Spammy nodes be gone! Stutters down, frames up. Feels like a weight off my shoulders. #gamedev #indiedev
Itโs been a while, but hereโs a game dev update!
- Improved level design
- New trees with particle leaf effects
- Fresh level textures + toon shader effects
- The blocky โMinecraftyโ look is gone
Next up:
- Performance improvements
- Parallax upgrades
- More sinister gameplay
Oh no, it's the unbearable Interdimensional Karen: a floating head that pops in, blocks your view & demands โto talk to the manager!โ. Hilarious yet infuriating, still deciding if she stays or gets yeeted back to her own dimension. #gamedev
Between interviews and life events, I finally pinned down the menu revamp! Sleeker UI, easier visual tweaks, and a hefty "under the hood" rewrite. Graphics/UI will still evolve, but now Iโm shifting to fresh level challenges, new hazards & objectives beyond enemy mobs. Onward!
Still working on re-designs, but in the meanwhile, there are walls from the earth
apples new os design == windows aero
Spidey senses tingling...
Not much new to show yet, but a few updates:
Reworked switching between bubbly messages and dialogue.
Started the story
Added a key character
Added a short speed boost
Forgot to remove audio, oddly, it fits
More redesign & gameplay tweaks coming soon
Let's goo