rhoeberg
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rhoeb.bsky.social
rhoeberg
@rhoeb.bsky.social
coder, gamedev, previously SYNTHETIK 2 and GEM collective

Currently working on *jake can't jump* a jump puzzle platformer without a jump button
play the alpha version for free here: https://rhoeberg.itch.io/jake-cant-jump

he/him
portfolio: rhoeberg.com
humble beginnings of my gmtk entry. A step sequencer tower defence mashup. Probably wont have time to finish it 🤷
#gmtk #gmtkjam
July 31, 2025 at 10:36 PM
Playing around with configurable camera constraints in my engine. Basically the same approach as Celeste where a level can be compartmentalized into multiple camera constraints. Its pretty neat already!
#indiedev #indiegame #gamedev #pixelart #solodev
July 29, 2025 at 2:46 PM
A quick sketch using my level editor
#indiedev #gamedev #pixelart #solodev
July 19, 2025 at 12:41 PM
The great thing about writing your own level editor is that you can have it integrated in your game engine, so I can jump between playing the levels and editing with one button.
#gamedev #indiedev #pixelart
July 17, 2025 at 5:04 PM
This one feels nice and impactful
July 11, 2025 at 8:58 PM
testing some hyperrealistic death animations 💀
#gamedev #indiedev #indiegame #pixelart
July 11, 2025 at 8:43 PM
Implemented autotiling in my little level editor. Was quite a lot of code for something that on the surface maybe doesnt bring a lot, but I think if I want to create a ton of levels for this game its probably a time saver.
#gamedev #indiedev #indiegame #pixelart #solodev
July 10, 2025 at 7:50 PM
The color blocks can work both as platforms to land on and as obstacles to get through
#gamedev #indiedev #pixelart
July 9, 2025 at 7:14 PM
Currently testing a new color switch mechanic to replace the previous layer mechanic. Feels much easier to understand now.
#gamedev #indiedev #pixelart
July 9, 2025 at 6:06 PM
I guess you have to add some spikey spinning things if you want it to be a proper platformer 🤔

#gamedev #indiedev #pixelart
July 8, 2025 at 8:58 PM
Implemented hot reload with the texture atlas generator. Runs whenever I save in aseprite.

#gamedev #pixelart #indiedev
July 6, 2025 at 8:43 PM
Experimenting with rescalling the game to 640x480. The fewer tiles on screen changes the gameplay a bit but I think it makes the pixelart much more readable.

#gamedev #pixelart #raylib
July 5, 2025 at 8:48 PM
Decided to put up a test build for my current gamedev project "jake can't jump". Its a jump puzzle platformer without a jump button. Happy to have feedback <3
rhoeberg.itch.io/jake-cant-jump

made with the awesome raylib library from @raysan5.bsky.social
July 3, 2025 at 3:58 PM
Here is a trailer for our project "sunken", a immersive poem / point and click meditation which was submitted for @amazefest.bsky.social 2025 🦩🤞

created in collaboration with
mastodon.gamedev.place/@postpons@ma...
mastodon.gamedev.place/@Ap_iazu@mas...
February 5, 2025 at 9:39 PM
AoC day 15; confused robot lost in the big warehouse
Odin + raylib
#AdventofCode
December 21, 2024 at 11:39 AM
AoC day 12; fence generator
Odin + raylib
code: github.com/rhoeberg/adv...
#AdventOfCode
December 15, 2024 at 9:16 PM
AoC day 9, snow defragmentation ☃️ (lets see how the video compression handles this one 🤔)
solved using Odin and raylib for visuals
code here: github.com/rhoeberg/adv...
#AdventofCode
December 12, 2024 at 12:31 PM
Hello world!

I found this visualization of the AoC day 6 puzzle satisfying! Solved using Odin language created by @gingerbill.org and raylib by @raysan5.bsky.social
code is here: github.com/rhoeberg/adv...
December 7, 2024 at 1:48 PM