UntarcticaGame
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untarctica.bsky.social
UntarcticaGame
@untarctica.bsky.social
Fast-paced shooter/platformer
yay, victory! Thank you for thos valuable two cents, and hope you do great at your big demo tomorrow
November 14, 2025 at 12:46 AM
Indeed snappier! I ran across a small complication, bc, by design, this state can be recalled from itself by button-mashing. That was causing the "new" animation to appear stuck in the first frame. I then made a second animation that only plays if you enter this state from itself (right wall).
November 14, 2025 at 12:40 AM
Thank you for the dossier. I got what you mean, i think. Will try killing some of those BILLION initial frames before the animation reaches the key pose and record a video for you.
The "rambling" just made it evne more entertaining btw.
November 13, 2025 at 11:47 PM
thank you so much for saying this. There's still so much to be done on this game, reading this really makes the journey a lot more enjoyable. Regarding the wall-climb animation, do you have any example (either some other games, or a napkin drawing) of what you'd suggest?
November 13, 2025 at 10:04 PM
Glad you also value that! Got this from meat boy and VVVVVV. Iit kinda feels like learning an instrument by focused repetition. It allows for a more demanding skill floor, prevents players from having to re-do parts they already beat, and its also way more satisfying to see the progress
November 12, 2025 at 10:05 PM
kaizo*
November 11, 2025 at 5:36 PM
Its way easier to locate the fun -- in this case by trying to make a kayzo level with your game elements -- than to craft it from ground up.
November 11, 2025 at 5:35 PM
Thank you! Wanna give it a go? we have a demo on itch (soon making the steam page also).
untarctica.itch.io/demo
Untarctica (Vertical Slice) by Untarctica, Hexany Ives, caiolopez
Something is rotten in the South Pole.
untarctica.itch.io
November 11, 2025 at 5:30 PM
i sometimes do it the other way around: i make the enemy i'm testing basically impossibly hard (fast, tough, nasty) and then see what kinds of player actions i, as a player, end up using to try to survive the encounter. Then i go back and fine tune the challenge.
November 10, 2025 at 11:02 PM
Oh, 2d plats are very consuming to develop. Reenforcing a "fun zone" mechanics is hard on itself, but when the game aims to have several competing ones, if becomes kinda exponentially harder to make content. Its disheartening when an enemy works great with gameplay "a" but then breaks gameplay "b".
November 10, 2025 at 10:58 PM
What kind of game are you developing in the back burner?
November 10, 2025 at 9:19 PM
That’s probably the best thing a game designer can hear about their game — thank you so much, Eric!
For Untarctica, we’re going with a slower walk speed and keeping the agility for more deliberate acrobatic combos, kind of what Mario 64 does i think. I can post more about that if it’s interesting!
November 10, 2025 at 8:12 PM
Thank you so much! We indeed have a demo, and would be super cool to watch you give it a go live for charity!
untarctica.itch.io/demo

Let me know the stream schedule and address then!
Untarctica (Vertical Slice) by Untarctica, Hexany Ives, caiolopez
Something is rotten in the South Pole.
untarctica.itch.io
November 10, 2025 at 8:00 PM
It behaves internally like a ledge-climb assist, aligning the character to the top of the block they're pushing against -- in code we even call this state "vaulting". But we're not making any ledge-grab animations especifically for it, so its analogous to a quick ledge-climb, but without the looks.
November 7, 2025 at 4:16 PM