Racing mode and survival mode are now 100% working. These modes are more about dodging enemies than fighting. Every map now also features unique events, like the swaying movement on the island or the forced jump in the skatepark.
#indiedev #gamedev #indiegame
06.03.2026 19:03
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Thank you brother. There's a transition missing: (I'm working on it) when you select a level on the minimap, the camera zoom in on the arcade machine with the loading screen. I'll show you when it's done!
03.03.2026 18:47
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Quick trailer to show the core gameplay loop. Still working on enemy balance and new arenas, but the game is almost here, friends.
#indiedev #gamedev #indiegame
03.03.2026 16:33
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You can see your new parts in the minimap now. I also added sparks everywhere for the ADHD people. The notebook will keep the stats updated at all times. (This is also for the ADHD people)
#indiedev #gamedev #indiegame
02.03.2026 10:07
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Es que estoy reciΓ©n rapao pero.............
21.02.2026 11:11
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Te tienes que dar prisa que cada vez queda menos hueco
20.02.2026 20:26
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You are so right. Thanks. I assumed the video would be auto-playing anyways.
28.11.2025 19:32
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You can't use any skills while transformed into a big heavy rock. You can barely move at all!
However, you can still use other things like:
-Momentum
-Gravity!
-Other skills (if you are clever)
#indiedev #gamedev #indiegame
28.11.2025 19:18
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Here's the video in 1080p!
youtu.be/lChXlxtfNBc
#indiedev #gamedev #indiegame
14.11.2025 12:34
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Quick playtest round.
-Added size and animation scaling to prioritize bigger damage numbers.
-The game is holding up to 10 enemies without any FPS drops.
Also, not even close baby.
#indiedev #gamedev #indiegame
13.11.2025 20:59
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First time making animated damage numbers. Is it normal to stare at animation curves for 3 hours? does it get better?
#indiedev #gamedev #indiegame
12.11.2025 21:32
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New damage numbers! New skills!
Use the wave to push everything in front of you. You can also surf the wave for extra coolness.
#indiedev #gamedev #indiegame
11.11.2025 21:08
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You can now upgrade bombs to inflict status effects, but they will deal less damage, have reduced push force, etc.
#indiedev #gamedev #indiegame
30.10.2025 14:33
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AHH pensΓ© que era full melena uf te queda woapo
23.10.2025 17:58
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What have I done...
#indiedev #gamedev #indiegame
23.10.2025 17:58
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omggggggg
23.10.2025 11:47
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I began designing the skill trees with simple dashes and jumps, but somehow ended up with Yu-Gi-Oh-like abilities. I need to hide these behind a lengthy progression of unlockables. They hold too much power Yugi you must understand
#indiedev #gamedev #indiegame
22.10.2025 20:33
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Enemies can now use the boost mechanic and tilt/maneuver just like the player. This leads to more complex behaviors and adds randomness to their object-avoidance code.
#indiedev #gamedev #indiegame
20.10.2025 14:01
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Korean BBQ with the wife
17.10.2025 13:45
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Refining the core combat interaction: the faster combatant in a clash deals damage, while the slower one receives it. If speeds are nearly identical, both take reduced damage. This encourages players to dodge often, save boost, and attack only at clear openings.
#indiedev #gamedev #indiegame
16.10.2025 16:35
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Update:
STATUS EFFECTS!
-Skills can now access them as upgrades
-The status effects can be upgraded on is own
(like the damage/second on the poison, or the slowing on the freeze)
#indiedev #gamedev #indiegame
14.10.2025 18:33
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Two mimir
12.10.2025 08:10
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ZzZzZzZz
12.10.2025 08:01
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I'm creating variants for the same skill to fit different playstyles. These will be found alongside the common upgrades (damage, cooldown reduction...), but most of them must be unlocked first by reaching certain point thresholds throughout your playtime.
#indiedev #gamedev #indiegame
02.10.2025 17:31
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This move is called...
THE JACK SPARROW GAMBIT
#indiedev #gamedev #indiegame
26.09.2025 12:46
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The new map is done! I'm currently testing the enemy response to all the random stuff on the ground. In low density configs, it's holding up.
#indiedev #gamedev #indiegame
25.09.2025 15:56
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New map is on the way. I'm currently transforming tents and ship remains into ramps (somehow) to place on the center, and we're done!
#indiedev #gamedev #indiegame
23.09.2025 12:44
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I type 'Sterling' into the search bar once a week because you haven't appeared in my subscription tab for months. Any other option couldn't be worse than this.
21.09.2025 10:17
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I though it would be a fun challenge as well:
AI movement + situational skills + physics + spinning at 2000 RPM + on a procedurally generated arena.
Now that it is (mostly) working, it is fun. Back then it was hell.
21.09.2025 10:08
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Enemy design is so fun. Even in a spinning top game, you can create personalities by grouping colors and abilities. At first I wanted them to be procedurally generated, but there's no way they could've ended up so polished without the human touch.
19.09.2025 12:44
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