Graeme Borland
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graebor.bsky.social
Graeme Borland
@graebor.bsky.social
⭐️ Game Developer / Artist / Programmer / Person
💼 Gameplay Director @ Owlchemy Labs (currently on sabbatical)
🇨🇦

🕹️ Games: graebor.itch.io
🎨 Art: @gbsketch.bsky.social‬ / sketch.graemeborland.com
lol, when I first saw this and didn't realize what I was looking at yet, my first thought was genuinely "uh oh is that some kind of graphics bug? There's no blue level!"
October 7, 2025 at 10:04 PM
I can't wait to get more familiar with #godotengine and learn more. It's just a joy to work with, and iteration time is so fast - genuinely couldn't have pulled off this jam project without it! ✨
October 6, 2025 at 9:26 PM
The fact that you can instantly run the current scene instead of the entire game also saves SO much time testing. I set things up so each puzzle/cutscene works on its own, and my main node just sequences them. Having no distinction between prefabs/scenes makes this so much cleaner!
October 6, 2025 at 9:23 PM
Another example, the built-in tween system is SO GOOD, and the fact that you can easily tween any property and manage/group tweens with different targets and settings is BEAUTIFUL. Never before have I so enjoyed peppering in little tweens everywhere.
October 6, 2025 at 9:14 PM
Working with Godot is making me realize how jaded I am from being exclusive to Unity for so long - when I find a built-in solution my instinct is to be skeptical and assume it'll be clunky or have lots of gotchas. But I'm finding 99% of the time in Godot things really are as simple as they seem.
October 6, 2025 at 9:08 PM
I wanted to do parallax backgrounds and assumed it was going to be a hassle, but NO! Godot's built-in Camera2D and Parallax2D nodes work SO WELL just out of the box, and the settings actually make sense so getting your desired behaviour is so intuitive 🤯
October 6, 2025 at 9:02 PM
There's so many little things in Godot that make life easier... For these mute buttons, they brighten based on mouse events from a Control node, and since you can set the modulate colour on the parent (or ANY 2D node) and it propagates through all its children (!!!) it was super clean to set up.
October 6, 2025 at 8:54 PM
I hadn't really messed with #godotengine tool scripts yet, but I made a couple for this game, including this nifty one to quickly scale/position the elements of my dialog boxes based on one shared "size" value. Being able to make small tool scripts like this with only a few lines of code is so fun!
October 6, 2025 at 8:45 PM
Can you tell I stayed up all night designing puzzles?? #LDJam
October 6, 2025 at 8:28 PM
Yeah! Did a couple other small projects with it before this one and I’m sure I’ll do more - I really enjoy using it 😊
September 19, 2025 at 3:36 AM
It was “10 seconds”! I believe something similar was reused as a theme years later but that was the OG one 😅
September 17, 2025 at 7:46 PM
It's still around! It just hasn't been updated in many years - I consider it to be complete and don't currently have any plans to go back to it.
May 1, 2025 at 10:28 PM
Was it worth staying up until 5am to make an unnecessarily dramatic battle entry sequence? Yes. Will I actually be able to finish this thing before the deadline on a couple hours of sleep? Uh...
March 20, 2025 at 9:50 AM
Thanks! The trick is that half the options are always negative - even during exploration some of the actions are things that will make your journey take longer or decrease the chance of treasure, so you don't want to use the big wedge on those 😉
March 17, 2025 at 9:38 PM
The other half of this idea is using the wheel to traverse the world. You travel along a set path towards a boss fight, but your wheeling affects the likelihood of random battles and treasure along the way!
March 17, 2025 at 9:31 PM
Today's #WHEELJAM update - it's rough and pretty hard to follow what's going on, but the bones of the combat system are working!
March 14, 2025 at 9:46 PM