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Get Lost

@getlost.gg

๐ŸŽฎ An experimental web game ๐ŸŽจ Levels are crowdsourced on Github ๐Ÿš€ Players travel between levels ๐Ÿ› ๏ธ Items can be used in any level โ›” No crypto, NFTs, or AI art https://getlost.gg/

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09.11.2024
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Latest posts by Get Lost @getlost.gg

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25.02.2026 17:54 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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We're in the process of packing and moving. Updates to the dialogue/story system coming once I'm settled in to the new place.

24.02.2026 18:24 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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The reflection layer is doing quite a lot of work ๐Ÿ˜…

10.02.2026 23:52 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Wrapping up a 1965 Lincoln Continental for... reasons... #pixelart #gamedev #indiegamedev

10.02.2026 23:48 ๐Ÿ‘ 10 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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made my engine visualize depth. looks neat ๐Ÿ“ธ #gamedev #indiegame #indiegamedev

02.02.2026 02:22 ๐Ÿ‘ 12 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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[5/5] The solution is to give objects multiple Zs. One Z can be higher up on the tent, so the player is always in front. Another Z can be lower, at the doorway, so that when the player crosses over, they disappear inside. This is what the new Z tool allows.

02.02.2026 02:18 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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[4/5] And if we set the tent's Z to be higher up, the player is correctly in front of the tent, but then they can't enter the tent ๐Ÿฅฒ

02.02.2026 02:18 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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[3/5] The tent is an example of where this breaks. Its Z needs to be at the doorway, so that it can be entered/exited. But then when the player walks next to the tent, they go behind it, because they are higher than the doorway. It looks weird, right?

02.02.2026 02:18 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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[2/5] Usually, the Z-index is synced with the object's vertical position. So if the player is further down in the map, it increases their Z, which puts them in front of objects that are higher up in the map.

02.02.2026 02:18 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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[1/5] Have you ever seen the Z-buffer in a 2d game? ๐Ÿ‘€๐Ÿคฏ

A Z-index tells the engine if an object in front of or behind the player. If the player's Z is greater than the object's Z, the player is in front. If the player's Z is less than the object's Z, the player is behind.

02.02.2026 02:18 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

How can I commission something?

01.02.2026 17:47 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

"Why are you making your own engine and editor instead of using Unity/Godot/Unreal etc?"

Mainstream engines let a team build & publish a game. Get Lost lets *anyone* make new content (art/story/code) for an already-published game.

#gamedev #indiegame #indiegamedev

29.01.2026 19:01 ๐Ÿ‘ 8 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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As well as control the speed of time

28.01.2026 01:10 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I added some debugging controls to advance time #gamedev #indiegamedev

28.01.2026 01:10 ๐Ÿ‘ 15 ๐Ÿ” 3 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I'm applying for a local artist grant in this very thing...

26.01.2026 03:17 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I finished adding collisions back to the engine, and you can see them working in the level preview tab. I've also added engine visualizations to help you debug things like collisions.

20.01.2026 02:31 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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As a side note, the collision editor is generalized enough to handle concave shapes, separate "islands" of shapes, and shapes with holes. [4/4]

12.01.2026 21:03 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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The painted collision shape is converted into triangles in order to work in the game engine, but this process is hidden from you. You just need to worry about painting the collision area accurately. [3/4]

12.01.2026 21:03 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Some people think that the collision shape should be the object's outline, but that's often not the case. The collision shape should be where the object touches the ground, otherwise the player would be blocked from walking behind it. [2/4]

12.01.2026 21:03 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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๐Ÿงต I just completed the collision editor. The collision editor lets level creators mark parts of an object that block the player from moving. [1/4] #gamedev #indiegamedev #indiegame

12.01.2026 21:03 ๐Ÿ‘ 10 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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09.01.2026 17:31 ๐Ÿ‘ 6589 ๐Ÿ” 1037 ๐Ÿ’ฌ 80 ๐Ÿ“Œ 31
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Game quality over number of polygons should be a metric #zelda #gamedev #indiegamedev

09.01.2026 16:07 ๐Ÿ‘ 9 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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It's getting closer. The engine can now read editor assets.

#gamedev #indiegamedev #indiegame

03.01.2026 23:02 ๐Ÿ‘ 9 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Super Mario Bros. and Yoshi Gamesโ€™ Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study Background: Unrelenting pressure and an โ€œalways-onโ€ culture can leave no time for genuine rest among young adults. While playing video games has been noted to afford cognitive escapism and relaxation,...

"This study was among the first to identify childlike wonder as an emotional pathway through which mainstream video games could enhance well-being and reduce burnout."
#gamedev #indiegame
games.jmir.org/2025/1/e84219/

24.12.2025 16:38 ๐Ÿ‘ 7 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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How To Create Believable 3D Environments Dmitrii Kislitsin outlined three principles for creating convincing visuals.

Dmitrii Kislitsin explained how treating art direction as systemic chaos can guide three key principles for creating believable environments.

80.lv/articles/3d-...

#gamedev #indiegame

19.12.2025 18:19 ๐Ÿ‘ 13 ๐Ÿ” 4 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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A digital museum of video game levels ๐Ÿคฏ
noclip.website

#gamedev

19.12.2025 04:05 ๐Ÿ‘ 7 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I was able to let level designers write their level code in plain old Javascript (or Typescript), instead of Assemblyscript, while keeping the code sandboxed for security.

It just meant using a JS interpreter that was compiled to WASM ๐Ÿ™ƒ

14.12.2025 00:09 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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๐Ÿšชgateways are how levels from different creators are linked together

01.12.2025 11:45 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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object properties

30.11.2025 14:58 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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fill tool ๐Ÿชฃ

15.11.2025 07:04 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0