Franz
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franzlazerte.bsky.social
Franz
@franzlazerte.bsky.social
Amsterdam-based self-taught #Godot #IndieGameDev working on Rift Riff.

https://store.steampowered.com/app/2800900/Rift_Riff
November 6, 2025 at 10:41 AM
Enjoying a lovely stroll along the water on a calm Lisbon evening with some Filth On Acid tracks.

What's this? Our booth where we'll showcase Rift Riff to the masses of #DevGAMM tomorrow?

Come say hi and play at B21 all day Nov 6 🚀
I'll also be around on Nov 7 wandering around.
#Godot #gamedev
November 5, 2025 at 8:12 PM
These typos are telling me that fixing App Store and Play Store IAP bugs is affecting my inner happiness #godot #indiegames #gamedev
October 23, 2025 at 8:09 AM
I see this error more than my own family.

110% of the time when I add @export objects I forget to load them with something. #Godot
August 13, 2025 at 9:08 AM
Interestingly but perhaps unsurprisingly, is that Roblox avg session length is consistently less than 10 minutes (Source: romonitorstats.com)
August 5, 2025 at 2:20 PM
TIL that octopuses don't actually have tentacles - they are long stalks with a sucker-covered club on the end, and only squids and cuttlefish have them.

Octopuses have arms.

So I guess Day Of The Tentacle should actually be called... Day Of The Arm?

I love learning while reading to my toddler
August 4, 2025 at 1:19 PM
Final finished Baldur's Gate 3 after a whopping 160h playthrough and picking away at it for about 2 years.

One of only 2 games I've ever played where I'm still satisfied after 100+ hrs of a single playthrough. (The other being Witcher 3) - a pretty high testament to the quality of the quantity.
August 4, 2025 at 8:12 AM
Arriving now at the #INDIGO showcase for the next 2 days in Rotterdam. Come say hi, or check out @adriaan.games and my talk at 13:30 in the Pink Room on Wednesday about our experiences launching a commercial game (Rift Riff) using #GodotEngine.
May 27, 2025 at 7:09 AM
May 9, 2025 at 12:56 PM
May 9, 2025 at 12:56 PM
RIFT RIFF OUT NOW!
store.steampowered.com/app/2800900/...

What a journey!
Fired wind turbine engineer ➡️ hobbyist game dev ➡️ full commercial release. I'm scared / excited, but mostly proud of the team and myself

Screenshots in 🧵
#Release #Godot #Gamedev #indiedev #2D #TD #towerdefense #pixelart
May 9, 2025 at 12:55 PM
If a scenario doesn't feel hard enough - try it with a handicap like or without companions, or not using a specific Tower type, or even keeping your extractor untouched. You'll reap extra rewards and glory for your efforts.

To properly communicate this with the player, more UI fun is needed 😍..
May 8, 2025 at 4:55 PM
Currently Rift Riff has 15 hand-crafted TD levels, each with 2 scenarios of widely different enemy wave designs. While this gives a decent amount of content, we started challenging ourselves with extra handicaps to mix it up during playtesting.

Enter 🎖️Challenges🏆... 🧵
#godot #gamedev #devlog
May 8, 2025 at 4:55 PM
... ok maybe "enjoyed" isn't exactly the correct verb for this one due to my love/hate relationship with UI, but here we are:

Rift Riff's Input Settings was a hair-pull of a UI task to wrangle the #Godot project InputMap into a customizable, interactable and saveable system... 🧵

#gamedev #devlog
May 8, 2025 at 9:40 AM
... but that led to thinking: hey what if we have multiple companions? 😏
Maybe its just a dream for now... 😇
May 7, 2025 at 8:33 AM
Part of the technical implementation was simulating Newtonian physics for the visuals in a game where we rarely used such mechanics - such as when the companion is ejected from the basecamp.

When I first started doing this, I realized why our 'single' companion was doing 6x the damage 😆...
May 7, 2025 at 8:33 AM
... but if you're not into that min-max micromanaging style of play and just want to sit back and watch your towers do their thing, that's also ok! Some provide a passive bonus, usually involving additional juice extraction.

Flo, with its flower picking behaviour, was particularly fun to create.
May 7, 2025 at 8:33 AM
What are 🤖companions🐶 you may (not) have asked?

Another idea derived from the desire to give players something to do mid-wave: A variety of unlockable and personable robotic floating friends that provide a lasting benefit to complement your playstyle... 🧵

#godot #gamedev #devlog
May 7, 2025 at 8:33 AM
And then, flower picking quickly got intertwined with another one of our new features that we prototyped around the same time...

🤖companions!🐶
May 6, 2025 at 12:06 PM
First up:

🌼Flowers 🌺 that grow as monsters approach them and can be harvested for juice!

Originally an idea to give players an activity once they have locked in their wave strategy, it became reality when we did some rapid fire prototyping before Steam Next Fest... 🧵
#godot #gamedev #devlog
May 6, 2025 at 12:06 PM
April 29, 2025 at 7:31 AM
oh boy oh boy oh boy

May 9 is Rift Riff's release date! Two weeks! As my first commercial release, I am exited and terrified in equal huge proportions.

Built in #godot - Check out our tower defense game at: steamcommunity.com/app/2800900/

#gamedev #godotengine #releaseannouncement
April 25, 2025 at 3:09 PM
Excited to be part of this edition of Steam Next Fest with Rift Riff! Hope ya'll have fun playing the 2500+ demos out there!

store.steampowered.com/app/2800900/...
February 24, 2025 at 6:14 PM
What keyboard shortcut would you use to shift between tabs (Screen, Audio, Game, Input)?

Other than Tab, as that's already used as the default ui_next_focus.

plz & thx

#Gamedev #GameUI #feedback #Godot
February 6, 2025 at 3:30 PM
yes.... to manage shadows.
But the node looking for _unhandled_input() in this case is out ui_in_game CanvasLayer, which is not a child of the sub_viewport.
Or are you saying the sub viewport rendering sprite may be interfering? It is a sibling lower in the tree.
January 21, 2025 at 1:21 PM