Lukas
banner
strupf.bsky.social
Lukas
@strupf.bsky.social
Gamedev | #playdate | 🇩🇪
📨 strupf.lw@proton.me

Making Owlet's Embrace 🪶
play.date/games/owlets-embrace/
Pinned
I'm putting a lot of care into the boss fights of Owlet's Embrace. Here's a preview of what's to come.

Will you take on the challenge?

#playdate #metroidvania #gamedev
Having a lot of fun building rooms lately.
I certainly have to keep my own "playtesting" time in check!
January 7, 2026 at 9:14 PM
I'm putting a lot of care into the boss fights of Owlet's Embrace. Here's a preview of what's to come.

Will you take on the challenge?

#playdate #metroidvania #gamedev
January 2, 2026 at 10:39 PM
The feeling of finding a whole new interesting podcast and refilling the listen-on-commute backlog with hours of content again.
December 16, 2025 at 10:27 AM
Reposted by Lukas
Going into 2026, a reminder for everyone who's fallen off the creative wagon, game dev, writing, art, music, whatever, no matter how long:
December 16, 2025 at 3:22 AM
We all like to call ourselves perfectionists. However, I consider it a bad trait.

It shows that you care, but time to create approaches infinity. Because you won't need to prioritize you won't reflect on what about your craft actually matters. Consider leaving an edge, it makes your craft special.
December 13, 2025 at 10:19 AM
If you stream your game's development, working on the game is your channel's content.

After aquiring enough regular viewers some people seemingly decided to never finish their game to keep the content going and just became YouTubers instead.
December 12, 2025 at 5:54 PM
Showed and demoed Owlet's Embrace in Hamburg. Had a lot of fun watching other people play the game and chat about their experience, a really eye-opening perspective shift.
November 15, 2025 at 7:14 PM
Reposted by Lukas
A Link to the Past
October 11, 2025 at 8:15 PM
Got hit by an idea for a graph-based level logic flow software. You could assign keys to nodes and (complex) conditions to edges.

You would be able to logically and visually step through the world, and the program would derive all kinds of metrics for for any given state.

This gotta exist already?
October 10, 2025 at 8:52 AM
Reposted by Lukas
With almost laughably low power, a monochrome screen, and unique controls, niche-micro console Playdate shouldn't make any sense in a world of modern gaming. Yet, it's near impossible not to love it. www.wired.com/story/three-...
3 Years Later, Playdate Is Still Gaming's Best-Kept Secret
With almost laughably low power, a monochrome screen, and unique controls, niche-micro console Playdate shouldn't make any sense in a world of modern gaming. Yet, it's near impossible not to love it.
www.wired.com
September 28, 2025 at 11:06 AM
Reposted by Lukas
Equally excited and TERRIFIED to finally do this.

Games journalism is in a rough state, so we've decided to get involved to highlight games that we think pave a positive future for the industry.

And we named the outlet the best/dumbest thing possible.

welcome to noclip_2
IT'S OUR NINTH BIRTHDAY 🎉

So we're launching a brand new channel - dedicated to discovering new games that push our industry forward, previews of exciting new titles and reporting on the issues that face gaming today.

welcome to noclip_2

TRAILER: www.youtube.com/watch?v=K7lf...
Welcome to noclip_2 - Launch Trailer
YouTube video by noclip_2
www.youtube.com
September 12, 2025 at 5:43 PM
Reposted by Lukas
And... they’ve done it again. Setting a price lower than most titles of comparable quality, complexity, and scope. While it’s certainly generous for players, which is honestly nice, it also raises the bar in a way that can be truly challenging for other indie devs to match.
Four days until release! Hollow Knight: Silksong will be available on 4th September.

Release times:
7AM PT | 10AM ET | 4PM CEST | 11PM JST

Game price:
USD $19.99 | EUR €19.99 | JPY ¥2300
September 3, 2025 at 7:58 AM
Reposted by Lukas
silksong, honey...... a 80 hour game does not belong in the $20 price category......
us indies with 20 hour games really need that space for healthy expectations...
August 30, 2025 at 8:50 PM
Reposted by Lukas
I’d like to talk a little bit about my process of creating the key art for Herdling
(thread: 1/10)
August 15, 2025 at 12:36 PM
Exclusively working with 1-bit pixel art for over two years now.

The duality of black and white is fascinating: the lack of color makes it seem a bit dull at first but at the same time it's a neutral canvas for your mind to interpret and fill in the gaps i.e. color, tone and emotions.
August 7, 2025 at 1:21 PM
Embracing my inner nerd and going for a Thinkpad T/X 2-in-1 as my new portable machine.

Read great things about the durability/repairability of these models which became important to me after the poor quality of MS - keyboard and pen died after 2, battery and thus full device died after 3.5 years.
July 29, 2025 at 12:46 PM
Reposted by Lukas
Hey! check out this article written by Ricardo Gallegos at @butwhytho.net about us! and our game CatchaDiablos! :D
July 21, 2025 at 11:41 PM
Reposted by Lukas
I'm going to present my current Playdate-project next Monday at @indietreff.bsky.social in Hamburg.

It's called

🛡️G l o o m G a t e⚔️

and it's an action RPG with reaction based fights, a node based overworld, Souls-Like elements and still looooots of missing features. But I'm getting there😅
July 18, 2025 at 10:32 PM
Reposted by Lukas
Birds - casual.
Runner - present.
Playdate - crank?!
Join @zerocounts.bsky.social as he winds through Casual Birder🐦 #SGDQ2025
July 8, 2025 at 4:52 PM
Reposted by Lukas
Our next chat is with @play.date and Panic Studios co-creator, @cabel.panic.com.

Cabel is a designer, developer, and co-founder involved with publishing standout indie games such as Firewatch and Untitled Goose Game, and the Playdate handheld.

Subscribe to stay in the loop: bit.ly/43RMgx9
June 26, 2025 at 4:40 PM
Excited to release a demo of Owlet's Embrace!

If you own a Playdate, download it over here:
strupf.itch.io/owlets-embrace

I'm also moving the full release into 2026. This is allows me to realize my full vision of the game - nonlinear world, replayability, multiple bosses, fleshed out narrative!
June 27, 2025 at 8:53 AM
Swapping between (B) to grapple and (B) to attack. The companion's position indicates which mode is active.

What initially started as a workaround for the Playdate's constraints became a natural, intentional and smoothly integrated part of the gameplay.
June 12, 2025 at 4:47 AM
Mockup for the snow area including subtle parallax foreground elements.

The "bad part" about getting better at making assets is that eventually you redo them not only once but sometimes twice just because you improve so much and the old assets don't hold up against the new ones anymore...
June 8, 2025 at 9:01 PM
Reposted by Lukas
I’m gonna allow myself a moment of pride in my workplace here and note that we are currently on the front page of The Verge with a game we’re publishing (Big Walk) and a handheld console we make (Playdate).

Panic is a company of 30. We don’t have investors. We’ve been around for 28 years 🙂
June 7, 2025 at 4:18 AM