Big game update, smaller visual improvements:
- 3D model → 2D sprite conversion via script (demo soon maybe)
- Blaster SFX added, still rough / a bit unreal sounding
- Not showing all gameplay updates yet, a few more tweaks first
One other side quest fulfilled, new water vfx!
Testing my first pass at water ripple effects
The main character now creates ripples while moving, jumping in, or running through water. Objects disturb the surface too, and bomb explosions kick up "bigger waves".
Still rough, but it’s starting to feel alive.
Dev update:
• Improved core gameplay
• Added a new blaster for ranged combat
• Moved all characters to 3D
• Added an FPS mode
• Started working on new level design
More to come.
Dev update
• Pooling fixes + less CPU from proc gen (not all heavy stuff pooled yet)
• Clearer play area
• Enemies react to player within grid
• Sword deflects bombs
• Big env improvements
• Temp forest soundtrack test
• No Steam Next Fest, maybe next year
WHAT A DAY! 🤓
doing first @tinkererclub meetup in vienna, speaking at the @openclaw meetup AND launching on @ProductHunt ... from @steipete's place 😹
if you spare a minute to upvote ⬆️ we'll be automatically best friends forever <3 if you leave a comment you're invited to my wedding.
let's leave #2 and #3 in the dust 😤
Game Dev Update:
- Camera top view angle again
- Combat rework: tactical grid + side cam
- Charged sword attacks + target select between enemies in sight
- Timed sword deflect vs falling tower bombs
- Sword hit range fixed + other bugs
Gameplay’s finally settling in, WDYT?
#GODOT #indiedev #gamedevs
My last update for 2025:
- Tactical grid system (normal + multi attacks)
- It was quite a fulfilling year: many tiny steps, many rewrites, and plenty of “almost there” moments. I didn’t finish everything I wanted, but the core idea is nearly locked in.
- To 2026!