CosmicRaisins
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cosmicraisins.bsky.social
CosmicRaisins
@cosmicraisins.bsky.social
Game Designer and Graduate Student interested in new, unique, and empathetic experiences and asymmetric gameplay.

A page for my 8 pet mice: @buttercupnco.bsky.social
Level design is going to be crucial for a game like this, so I'm going to spend 150 minutes making a CRT shader instead!
March 17, 2025 at 5:22 PM
I'm desperate to find people who can appreciate my hot takes, and I love to watch people get all excited about the games they're making. It makes me feel better about my own progress (or the lack thereof) somehow.
March 17, 2025 at 5:19 PM
I started with the movement system. I referenced GDC talks and YouTube videos and made a movement system with dozens of tweakable variables and QoL. I then refined it to imitate the game feel that I like (Celeste), and stay away from the ones that I like a litle less (Hollow Knight).
March 17, 2025 at 4:59 PM
I loved how Celeste made me feel: the snappy and fluid movement, the relentless pursuit of accessibility without compromising the intended experience, and the juice of its presentation.

This is a game that doesn't hold my hands, but still waits patiently at the other side for me to catch up.
March 17, 2025 at 4:25 PM
I often heat people talking about how they don't want games to hold their hands. I get the sentiment. However, I find myself more frustrated at games with an invisible hand, and an impatiently tapping foot, wondering why you are still not seeing it.
March 17, 2025 at 4:25 PM
In reality, this is probably my first official taste of the development hell. I started this project because I wanted to
"get" platformers, something I never really enjoyed.

I wanted to look at Celeste, the only platformer I finished, and really think about what made me connect with it.
March 17, 2025 at 4:16 PM