Canal Weasel
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canalweasel.bsky.social
Canal Weasel
@canalweasel.bsky.social
Amateur Game Dev, Professional Weirdo.
Enough niceness and coziness. Now it's time for more enemies. Here's a design I'm quite happy with. #pixelart #gamedev
May 30, 2025 at 2:49 PM
Finished my work on the chapel! Here it is at various stages of ruin. #gamedev #pixelart
May 27, 2025 at 3:27 PM
I plan to have the player repair buildings in their base, so here is the tower pre, mid, and post-repairs. #gamedev #pixelart
May 18, 2025 at 3:10 PM
And now we have working UI. Damage comes out of MP before HP, so MP works as a shield and a resource. #gamedev #pixelart
April 30, 2025 at 2:40 PM
Behold! Particle FX and (undercooked) parrying mechanics! #gamedev
April 28, 2025 at 1:43 PM
Started to implement some particle effects for striking enemies/solid objects. Quite pleased with the outcome so far. #gamedev
April 25, 2025 at 2:40 PM
Behold the product of hours of work: an object the player can walk behind! #gamedev
April 23, 2025 at 10:45 AM
Houses! I'm progressing well with the art, I think. #gamedev #pixelart
April 4, 2025 at 1:53 PM
"Give the next enemy a crossbow!" I thought. "That'll be easy."

What a fool I was. Happy with this animation for now though. #gamedev #pixelart
March 31, 2025 at 11:00 AM
It took ages, but I now have rudimentary pathfinding for my enemy! No more getting stumped by solid objects. Also, the enemy will react to being hit too. :) #gamedev #indiedev
March 27, 2025 at 3:26 PM
Vision cones sorted, including size change and not cheating by looking through solids! It's coming along nicely. :) #gamedev
March 26, 2025 at 4:13 PM
Behold! A patrolling enemy! #gamedev #indiedev #itlives
March 25, 2025 at 2:01 PM