Adriaan
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adriaan.games
Adriaan
@adriaan.games
Game designer of Hidden Folks & many other games: https://adriaan.games.
Recently released Rift Riff: https://riftriff.com
game idea for players who aren't parents #gamedev
November 13, 2025 at 3:28 PM
please help me decipher this game idea I wrote down at 3am
November 13, 2025 at 3:21 PM
Here's a screenshot of their rejection email + a screenshot of the YouTube video mentioning other stores.

We initially linked to our website, but that was also rejected; presumably because that too contained links to other stores.

Builds where we remove other store mention are approved.
October 24, 2025 at 7:41 AM
these apple generated “share your update” cards are cheesy af
October 21, 2025 at 6:47 PM
yyeeeeaaaahhh I think I see the problem here 😅
October 16, 2025 at 1:25 PM
a single project for sure! UI is either responsive or gets thrown around in code. various features are en-/disabled based on feature tags ("mobile" / "ios" / etc). plugins and sdks are either en-/disabled / in-/excluded per platform, or they do that themselves already. some random screenshots:
October 16, 2025 at 1:06 PM
Localization – we already built custom tools to swap out icons in buttons for various actions on top of Godot's localization tools, and simply added another category to that for touch controls.
October 16, 2025 at 12:49 PM
Monetization (3/3) – we then hooked up the platform specific plugins to a simple single-purchase store that pops up in our game after ~1 hour of gameplay.

(screenshot of the shop interface in the editor, where, as you can see, the localization keys are not translated by default)
October 16, 2025 at 12:49 PM
UI (2/2) – we had already been quite strict in accommodating responsiveness for different aspect ratios in landscape, and had even already laid the foundation to take safe areas (camera cutouts, home bars, etc) into account. all from experience in prior projects.
October 16, 2025 at 12:49 PM
UI (1/2) – we already designed most of the UI with a portrait layout in mind, but some adjusting / redesigning from landscape was still necessary. sometimes panels needed different positions or anchors, and other times we made separate layouts entirely – such as the tower select screen.
October 16, 2025 at 12:49 PM
Gameplay (2/2) – to activate the closest in-game object, we added a single action button that adjusts its graphic based on what's near, nicely positioned and sized for your thumb. when that interaction would open an inspector, we simply position that inspector around the action button.
October 16, 2025 at 12:49 PM
Gameplay (1/2) – for intuitive 1 hand controls, we added a hidden virtual joystick to move the character, activated by touching anywhere. the touch drags its joystick base with it, something that's super intuitive on touch.

(explainer video: white is the joystick base, blue the touch position)
October 16, 2025 at 12:49 PM
Thread on what it took to port Rift Riff, made in Godot, to iOS and Android. 🧵👇

#godotengine #gamedev
October 16, 2025 at 12:49 PM
You can find most of Rift Riff's major update content here:
October 16, 2025 at 8:04 AM
Rift Riff released on mobile & it's portrait-only. just look at how sexy portrait is

App Store (iOS):
apps.apple.com/us/app/rift-...

Google Play (Android):
play.google.com/store/apps/d...
October 15, 2025 at 5:25 PM
Today, Rift Riff…
- got a major free update on Steam!
- released on iOS and Android!
- is 30% off as part of a Steam Daily Deal!

i'm so proud, and exhausted. please buy & enjoy the game, repost this, leave a review, ∞ 🙏🏼
October 15, 2025 at 2:55 PM
October 7, 2025 at 2:25 PM
here's the stats of an average email campaign I send, as well as a screenshot of the billing email. happy to answer any questions.
September 5, 2025 at 8:48 AM
Rift Riff's audio guy @matthijskoster.com just HALVED Rift Riff's binary size!

we were already using Vorbis compression (file ext: .ogg) but found that setting the export quality to the lowest number possible barely made a difference in audio quality, yet reducing file size by 75-90%! #gamedev
August 21, 2025 at 3:03 PM
yeah that's what we do
August 21, 2025 at 10:27 AM
canvas item with expand is my jam too; the trick then is not to touch the viewport size, but get_window().content_scale_factor. that's how we implement interface scale (which the in-game camera counterbalances, btw)
August 21, 2025 at 7:16 AM
nearly all responsive UI challenges I've faced can be solved by Control container properties. IMO it's a fantastic and powerful system, much better than Unity's auto layout system which had far more limitations.

and in combination with custom anchors on Controls, any responsive design is possible.
August 20, 2025 at 9:31 AM
here's a screenshot of some of the code involved. all very straightforward, because the majority of the layout stuff just happens due to Control container auto-layouts.
August 20, 2025 at 9:31 AM
I didn't want to maintain two almost identical UI's but it was clear this particular UI couldn't just somehow be adjusted to work in both aspect ratios.

I ended up making two 'parent structures': one for portrait and one for landscape. I simply (re)parent the panels to the applicable structure.
August 20, 2025 at 9:31 AM
responsive tower select UI! designed by @simkaart.co, implemented by me. I'm unreasonably proud of this, haha.

how I made this, in a thread 🧵👇🏼 #gamedev #godotengine
August 20, 2025 at 9:31 AM