20-something hobbyist game dev using Godot for fun and (no) profit
murischief.itch.io
Got to 100 plays in-browser today, so I made a little short! Huge thanks to everyone who's played!
(And if you haven't... murischief.itch.io/shiv)
#gamedev #indiedev #solodev
Got to 100 plays in-browser today, so I made a little short! Huge thanks to everyone who's played!
(And if you haven't... murischief.itch.io/shiv)
#gamedev #indiedev #solodev
Still working on level 4, but today was mostly spent on integrating playtester (read: beloved friends I roped in) feedback. Biggest thing was the detection meter, which I think has a really fun look!
#gamedev #indiedev #solodev #devlog #pixelart #shaders
Did some proper balancing for level 1, made level 2 (implementing the lockpicking mechanic from yesterday), and made a new enemy for level 3 (more on that tomorrow). For now, enjoy the new fancy main menu!
#gamedev #gamejam #pixelart #indiedev
Today I've added lockpicking into the mix! These doors *can* be opened, but only by making a ton of noise, which might get you in a bit of trouble. That's essentially the last mechanic I needed to add, so it's all level design from here!
#gamedev #indiegamedev
Today I've added lockpicking into the mix! These doors *can* be opened, but only by making a ton of noise, which might get you in a bit of trouble. That's essentially the last mechanic I needed to add, so it's all level design from here!
#gamedev #indiegamedev
Nothing flashy today, mostly grappling with Godot web exports for itch (bad). As far as actual features, there's now a proper tutorial level, as well as a journal feature to give instruction and hints. Bonus touch of polish: torches now dim when enemies are near!
Nothing flashy today, mostly grappling with Godot web exports for itch (bad). As far as actual features, there's now a proper tutorial level, as well as a journal feature to give instruction and hints. Bonus touch of polish: torches now dim when enemies are near!
Today was a split between the fun cosmetic stuff (namely palette swapping and the new death animation!), and the practical (prototyping the first level). 6 days left, but I think it's looking promising!
#gamejam #indiegames
Today was a split between the fun cosmetic stuff (namely palette swapping and the new death animation!), and the practical (prototyping the first level). 6 days left, but I think it's looking promising!
#gamejam #indiegames
Here I'm showing off my invisible guard enemy. Kinda tough to stab a back you can't see! Also made some good progress with navigation, setting up the gridmap, the new UI, and a whole bespoke intro cutscene (not pictured)
#gamedev #indiegamedev
Here I'm showing off my invisible guard enemy. Kinda tough to stab a back you can't see! Also made some good progress with navigation, setting up the gridmap, the new UI, and a whole bespoke intro cutscene (not pictured)
#gamedev #indiegamedev
Day 1: Got the dithering shader working for general aesthetic. Planning to have palette swapping available in the final game, but I think this is enough to work with to get the functional bits done. #gamedev #pixelart (?)