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Posts by Timo

Looks great!

3 weeks ago 1 0 1 0
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Some character rigging, not sure where this is going, aaah, i mean, running

3 weeks ago 0 1 0 0
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playing around with a few simple god ray vfx, not sure where this is going

1 month ago 3 0 0 0
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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

1 month ago 3 0 0 0

Procedural level gen as Step 1 was… a choice.
Currently: profiling my desperation, not my game. #Godot

1 month ago 1 0 0 0
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1977-2026

2 months ago 74 7 0 1

Wow, that's great progress right there!

2 months ago 3 0 0 0
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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

2 months ago 12 2 0 0
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Customization screen update :)

#gamedev #godotengine #wildcosmos

2 months ago 157 13 7 0
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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

2 months ago 1 0 0 0
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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!

3 months ago 1 0 0 0
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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

3 months ago 6 2 0 0
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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

3 months ago 7 3 0 0
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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

4 months ago 9 2 0 0

thank you, really, i appreciate any support in written form (this keeps me going)

4 months ago 1 0 0 0
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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

4 months ago 10 2 0 0

Looks really good, I could use smooth gameplay like that

4 months ago 0 0 0 0
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That's so cool

4 months ago 1 0 0 0
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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

5 months ago 9 4 0 0
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testing some shader effect for skills selection

#indiedev #GodotEngine #gamedev

5 months ago 10 4 0 0
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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

5 months ago 12 4 0 0
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Game Dev Update:
- Push It, Pull It, Throw It, Twist It? (, Bop It?)
- Fixing sprite3D/water rendering issue

#IndieDev #GodotEngine #GameDev

7 months ago 9 3 0 0
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Testing Buoyancy Water Effect

7 months ago 2 0 0 0

Quick update: added pooling Spammy nodes be gone! Stutters down, frames up. Feels like a weight off my shoulders. #gamedev #indiedev

7 months ago 9 3 0 0
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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

7 months ago 2 1 0 0
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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

8 months ago 8 1 0 0
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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!

9 months ago 0 0 0 0
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Still working on re-designs, but in the meanwhile, there are walls from the earth

9 months ago 0 0 0 0

apples new os design == windows aero

10 months ago 0 0 0 0
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Spidey senses tingling...

10 months ago 1 0 0 0