fox game dev
theirfinestbean.bsky.social
fox game dev
@theirfinestbean.bsky.social
developing a fox game
got the itch to work on a bit more level design, accidentally made a setup that exposed a bug (?) in the jump code for jumps at this specific angle. trying to debug why exactly it does this thing but it seems like an issue too big to quickly correct and i am a little too tired to dig deep, rehf.
February 8, 2026 at 6:37 AM
i'd like to think that i've played enough video games to intuitively understand a lot of precepts of level design, even if i don't have a ton of experience in making levels myself. yet. but i will.
February 5, 2026 at 8:26 PM
had to work on my first "chokepoint" room and honestly? yeah this is a fun little spot. also gives players indication that there may have been multiple paths if they hadn't figured it out yet. but the "main" path is helping to teach mechanics that would lead to these other paths...
February 5, 2026 at 8:25 PM
there is one small visual thing i need to fix re: the changes i made but that's not a big enough deal for me to care about at this exact moment, i know what it is and have noted it down so i can get back to it later.
February 5, 2026 at 12:18 AM
though i am realizing that i have yet to introduce something that makes this setup work the way i want, so i may take it out and move it to later, aheh.
February 5, 2026 at 12:15 AM
reworking a part of the wall jump code because a specific setup i wanted to make didn't work right, and now it does, AND the revisions provide more flexibility and complexity to the wall jump mechanics so i think that was a really productive change.
February 5, 2026 at 12:14 AM
think this is the first room where i've really nailed the kind of level design i'm striving for. multiple pathways that reward game knowledge and experimentation. there's actually another path i didn't show off here, hehe. still needs a bit of refining but like, this is cool, i think.
February 2, 2026 at 4:43 AM
honestly with how absolutely bonkers this january has been all around it's a minor miracle that i got anything done this month, if you ask me, much less both as much as i did for the game as well as putting out a quick little video on top of it all.
January 31, 2026 at 12:26 AM
been struggling to get as much work done as i wanted to this week but i've been forcing myself to at least do one thing a day. unfortunately today i just got to have a little fun with this yippee moment.
January 31, 2026 at 12:10 AM
chat do you think i made springs too powerful (no)
January 31, 2026 at 12:08 AM
a bit of a messy look in the level design is part of what i'm going for, anyways. a lot of the details here have no real level design purpose, but they look neat!
January 29, 2026 at 9:44 PM
nothing i'm working on is final right now, anyways. the point is to have something at all.
January 29, 2026 at 9:43 PM
it's a little messy and surfaced some issues with the spring physics that i need to work on at some point but, regardless, i like this room. it's neat. it's probably also doing too much but it's fine.
January 29, 2026 at 9:43 PM
i need to rework my checkpoint object to make it more flexible at some point, right now it's tall but you -can- jump over it which isn't great. i don't want to make it -too- tall either 'cause i'm worried there could be overlap in rooms above if i do that...
January 29, 2026 at 1:00 AM
a little out of it today but i did force myself to at least make a few more rooms, i'm really happy with this second one even if it also feels. maybe a bit -too- dense? introducing a lot of things at once, ahah.
January 29, 2026 at 12:51 AM
it was annoying me a lot that bsky made the transparent background solid white so i added a color.
January 27, 2026 at 12:07 AM
i'm actually not decided between this handle or tirakitsu yet because both are really good names. but this one has the nerdy prog metal reference so it's probably the funnier one.
January 26, 2026 at 10:02 PM
every game starts with a tutorial, or so i'm told.
January 26, 2026 at 9:25 PM