Looks great!
Posts by Timo
Some character rigging, not sure where this is going, aaah, i mean, running
playing around with a few simple god ray vfx, not sure where this is going
Dev update
• Pooling fixes + less CPU from proc gen (not all heavy stuff pooled yet)
• Clearer play area
• Enemies react to player within grid
• Sword deflects bombs
• Big env improvements
• Temp forest soundtrack test
• No Steam Next Fest, maybe next year
Procedural level gen as Step 1 was… 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
Gameplay’s 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 “almost there” moments. I didn’t 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.
• Re-roll skills
• Dynamic skill slots
• Quick descriptions
• Level-ups = skill points
• 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.
She’s 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! 🎮
• Movement overhauled
• Sword & communicator head now move in circular arcs
• New sword animations + combos
• New skill system approach
• Mid-level boss fight almost finished
• 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
It’s been a while, but here’s a game dev update!
- Improved level design
- New trees with particle leaf effects
- Fresh level textures + toon shader effects
- The blocky “Minecrafty” 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 “to talk to the manager!”. 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 I’m 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...