Francis Vace
francisvace.itch.io
Francis Vace
@francisvace.itch.io
I reworked the weapon shooting tutorial area.
Here is a screenshot with ...implications.
August 13, 2025 at 11:22 AM
I've done a (partial) overhaul of Trash Heart's map system.
It now has zoom levels and minimap support.
July 28, 2025 at 4:28 PM
I watched a streamer play the Trash Heart demo, and they seemed really excited to collect a new weapon, but never actually equipped it.
So I made this crate that can only be destroyed by the shotgun, blocking the player into this area until they work out how to equip new weapons.
June 28, 2025 at 8:01 PM
I skated too close to the sun, and made the skateboard mechanic too broad. It got to the point that it was too complex to not be the main mechanic. Maybe one day I'll make a skateboard focused metroidvania. For now, thank goodness for git.
June 28, 2025 at 5:40 PM
Binge isn't clearing the last subtitle when starting an ad break.
June 25, 2025 at 10:53 AM
playing with something
might replacement dash as the first ability collected
June 18, 2025 at 1:29 PM
June 7, 2025 at 5:02 AM
May 18, 2025 at 9:28 AM
The first sign of life that the steam integration is working.
May 11, 2025 at 3:39 PM
I set up an agile board for Trash Heart, currently focusing on tasks that need to be completed before closed testing the demo can begin.
April 21, 2025 at 5:07 PM
A short sequence showing some of the abilities in Trash Heart.
#indiedev #metroidvania
April 18, 2025 at 5:27 PM
Tragedy has befallen me.
I just designed a bunch of rooms around an ability that the player won't have yet because I forget the unlock order of the abilities in my own game.
April 5, 2025 at 1:19 AM
April 5, 2025 at 12:05 AM
i can't say i believe you, auspost
March 20, 2025 at 3:10 PM
I was previously not going to have a charm/relics system at all, and all upgrades would be like Trash Quest (finding upgrades that boost a single specific stat).
I've done a full 180 and the new plan is to do all upgrades with "Mods", which will be a ternary plot of effect vs cost vs bonus health.
March 18, 2025 at 4:18 PM
Against my more primal urges, I've been making an effort to greybox the levels and enemies.
It hurts my soul a little tbh, but it really does feel like I'm saving a lot of time that I would have been spending, for example, redrawing the background layer each time I move a platform.
March 16, 2025 at 4:32 PM
I dunno why, but I find adding version control to a project in progress is terrifying.

Finally bit the bullet and put Trash Heart into a github repo.
And I only broke the whole thing twice.

Anyways, my contribution graph has green on it again.
March 11, 2025 at 3:55 PM
I think Trash Quest had a single digit number of enemy varieties. And that's even if we're counting stationary vs patrolling separately.

I've currently got a mid 20s number of enemies implemented in Trash Heart. It's still growing, will probably end up with around 30?
March 2, 2025 at 4:41 PM
It takes a village to spoil the broth.
February 28, 2025 at 6:25 AM
Applying some lessons learned from Trash Quest.
This is how drop jumping will be introduced in Trash Heart:
February 24, 2025 at 1:52 PM
Implemented a version of the tilemap texturing technique described in this video youtu.be/eYlBociPwdw?... by @jesscodes.bsky.social
Extended it a lil so it would work with the rim light mask thingy.
February 20, 2025 at 4:29 PM
hello
November 27, 2024 at 10:41 AM