Tim Dawson
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ironicaccount.bsky.social
Tim Dawson
@ironicaccount.bsky.social
indie game dev
Assault Android Cactus🔋, Unpacking📦, Tempopo🌷
some recent photos from my adventures
November 18, 2025 at 10:34 AM
the case arrived!

very happy with it
October 31, 2025 at 7:41 AM
we were glad to have you involved!

imo Peanut was the coolest android, and the only character with an unlockable pink unicorn hat
September 23, 2025 at 2:06 PM
I credit the effectiveness of Venom to the highly detailed diagrams I made and of course @sanatanamishra.bsky.social vocal performance
September 23, 2025 at 1:37 PM
please visit the link Jeff posted - even if you don't have time to listen to AAC's amazing soundtrack, do yourself a favour and read the track names

meanwhile I don't think I get enough credit for designing a new key art just so I could create an alt version with instruments for the OST cover
September 23, 2025 at 7:51 AM
as a tightly balanced skill based twin-stick shooter based on the principle of respecting the player, it was also important to take the world building seriously at all times
September 23, 2025 at 12:48 AM
Assault Android Cactus came out of Early Access ten years ago!
September 23, 2025 at 12:48 AM
it was really sad and not a decision we made lightly!

Unity's performance on the PSVita just wasn't there, and even after I busted my ass getting some levels running on device in time for GDC2014 we had it out on the show floor and barely anyone touched it, it was a really demoralising moment
September 22, 2025 at 5:48 AM
thankyou! I really enjoyed getting to hang out with you and other Playism folks at the time

I remember being so excited for a Japanese release that I tried to remake our logo using the Katakana (and animated it!) only to be politely requested to use the English logo with it appended underneath
September 22, 2025 at 5:34 AM
we released Steam Early Access in March 2013

we released on Steam on 23rd of September 2015

we released on PS4 on 8th of March 2016

we released on Xbox One on 7th of November 2017

and then we released Assault Android Cactus+ on Switch on the 8th of March 2019, which we also released on Steam
September 22, 2025 at 1:47 AM
kind of wild to think that tomorrow (September 23rd) will be the ten year anniversary of the release of Assault Android Cactus on Steam

it snuck up on me because I've been very busy but also AAC had, like, 5 significant release dates?? And this isn't the first or last
September 22, 2025 at 1:47 AM
twelve hours and two minutes ahead of me
August 15, 2025 at 6:21 AM
Post a warning.
June 22, 2025 at 3:08 AM
finished my drawing! (took longer to get back to it than planned)

hope people are enjoying the game! #art #tempopo #indiegames
April 19, 2025 at 4:00 AM
I’ve been staying up late to see it go live on all the storefronts (not well timed for Australians) and was keeping myself busy by trying to draw Hana from the game but I’m starting to run out of steam and might need to finish it in the morning
April 17, 2025 at 3:46 PM
that "ai" slide was intended to be provocative btw, most of the talk was earnest like this overly wordy slide about how I think we should all dream big but then try to trace the idea back to why we think we want it
March 21, 2025 at 2:12 PM
back in 2015 I gave a talk called "Design With Intent"

the high level summary is you should probably give a shit about what you make

chatgpt and "genai" didn't exist back then so I wasn't really talking about them, but I still feel like I pretty much called it
March 21, 2025 at 1:35 PM
while you can switch between "puzzle" and "adventure" at any point, we also added a hint button that just gives you a little nudge

this was inspired by me getting stuck on level 54 for an uncomfortably long time during a playtest
March 1, 2025 at 11:23 AM
in Puzzle mode you get given instructions (in the bottom right) and have to place them in a way that'll solve the level

in Adventure we show you where instructions go, and you just have to slot them in. It's easier, but it still feels like playing the levels, you just have training wheels
March 1, 2025 at 11:23 AM
after the tutorial you get asked to pick your "gameplay mode" which is our difficulty select, with "puzzle" being normal and "adventure" being easy, but I think @sanatanamishra.bsky.social did something pretty clever with this
March 1, 2025 at 11:23 AM
I made a pixel version of the Witch Beam logo for Unpacking, so I wanted to do something special for Tempopo too

I ended up going with a flower motif by making a flower version of the logo and using SDF techniques to crossblend them in a shader
March 1, 2025 at 10:14 AM
I was keen to have our character on screen to react to gameplay

my original implementation not only queued reactions but treated each flower rescued as a separate events which meant Hana would have a party if you picked up multiple flowers and rescued them close together

this ruled so we kept it
March 1, 2025 at 10:14 AM
anyone have a chance to play the @tempopogame.com demo on #SteamNextFest yet?

I think the team did a great job but probably my favourite detail to work on is Hana's reaction when things go wrong
March 1, 2025 at 10:14 AM
bit of UI/UX, some voiceover read in a careful emotionally neutral tone and we're done!
December 30, 2024 at 2:18 PM
luckily we saw that talk where Valve said they make birds fly at the things they want players to look at and now we have several methods to subtly draw attention to our rooms only point of interaction
December 30, 2024 at 2:18 PM