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spelbaar.bsky.social
spelbaar
@spelbaar.bsky.social
games and software since 2024 -- try Dolphin Splash! for the Playdate handheld
Rail-cabs can pull other cabs now. #gamedev #indiedev #godot
August 31, 2025 at 1:51 PM
You can see why I might want to use the above in this clip. #godot
August 24, 2025 at 1:58 PM
Neat sound I recorded from an automatic sliding door at my Not-Spelbaar Job is totally going into the game. #gamedev #indiedev
August 24, 2025 at 1:58 PM
Rewriting the camera system is going ... places. #gamedev #indiedev #godot
August 10, 2025 at 2:55 PM
maybe not landscape -- maybe instead, cells
#gamedev #indiedev #godot
June 1, 2025 at 8:34 PM
Hm, I should probably stop messing around with noise-textures, gradients, clipping polygons, etc., etc. and start the 'actual gameplay' part of this prototype #gamedev #indiedev #godot
May 16, 2025 at 9:45 PM
Working on a new prototype. No more uniform grids for me! #gamedev
May 3, 2025 at 1:10 PM
Then in this series of 'gamejams done (mostly) before Spelbaar' are the few I did with a colleague (now friend) from work.
April 28, 2025 at 7:10 PM
TIL you should not click the image icon when trying to attach a moving .gif -- have a retry.
April 21, 2025 at 4:45 PM
The 10 years of gamejams retrospective continues!

For TriJam, the goal is to build a game within three hours. I went over-scope a couple of times, but even so they're still very small.

I'm just going to post all of these in a single message, without added thoughts, otherwise we'll be here all day.
April 21, 2025 at 4:42 PM
These next batch of gamejam games (in the 10 years of gamejam series) mostly just represents starting, and getting comfortable with, Godot as a solo game-jammer.

Before that, I'd only used LÖVE (once), my own C++/SDL2 hack, GameMaker (once), Ren'Py (twice) or my terrible WebGL + pure js raytracer.
April 21, 2025 at 4:18 PM
Here are all the gamejam games where I worked together with one of my family! (Except the current one, that gets it's own post.) -- Fun fact: They like antro stuff a lot, and it shows in some of the artwork.

Most of these are from the GMTK gamejams, which was our 'together thing' for a while.
April 20, 2025 at 7:52 PM
This next thread of gamejam games is about the time I thought my own experimental web-based ray-tracer prototype was a good basis to build games on.

It was not. (Though there's some interesting ones here.)

I also did a lot more gamejams that year than otherwise (which was a very 2020 thing to do).
April 20, 2025 at 7:16 PM
As I said, this was before the gen-AI explosion, and WolframTones isn't gen-AI, but ...

In the end, I guess this did contribute to the decision that I wouldn't use AI at all when working as Spelbaar -- or anything connected to creative work.

So, when it comes to my games, not even for the code.
March 24, 2025 at 12:17 PM
Next, in this series of '10 years of gamejam games', let's take a moment to remember the games that never where.

Seems like a good moment, since it would've been Ludum Dare 41's turn -- if I had finished the game.

This is the one I got furthest with (I think at least) that never got completed.
March 23, 2025 at 9:38 AM
Next in '10 years of gamejams' we have 'Familiar's Shape', which I made for Ludum Dare 35, a year after 'payload'.

An RPG (well, series of turn-based battles), you're playing as the shapeshifting familiar of a wizard. -- The twist is that for some actions you have to ask the wizard to do it.
March 21, 2025 at 1:10 PM
Let's start with the one from 10 years ago, 'payload', for Ludum Dare 32. This one's old enough that it predates even my personal account on itch.io -- and the website I hosted it on has been gone for a few years now.
March 21, 2025 at 12:47 PM
In a way, Spelbaar® is the 'logical' conclusion of my participation in a lot of gamejams.

I started in 2015, with Ludum Dare 32 -- which means my 10 year gamejam anniversary is coming up!

I plan to celebrate by participating once more, but I'll also post about my old jam-games one by one.
March 21, 2025 at 12:26 PM