I built a custom 2D pathfinding wave 🌊🧠
Standard 2D pathfinding wasn't enough for Tonikum, so I wrote my own tool! 🛠️
What pathfinding system do you use in your games? 👇
#unity3d#gamedev#indiedev#programming#pathfinding
Instead of just a basic grid, this wave scans the tileset and uses bitwise flags to assign specific colors: Floors (Green), Edges (Red), Walls (Blue), and Corners (Yellow).
Next up: Using this data so enemies can run on walls and ceilings. 💀
The detail nobody will notice ❄️
It's the little things that make a pixel world feel alive. What's your favorite small detail in video games? 👇
✨ Steam page is coming VERY soon! Follow the development of Tonikum so you don't miss it! ✨
I guess it's a horror game now 🐔💀
We were going for a cozy winter vibe... until the Giant Chicken was added to the code. 😅 Should we keep her in the game? 👇
Steam page is coming VERY soon! 👀 Follow us so you don't miss it! ✨
#indiegame#gamingmemes#pixelart#cozygames
Can you stop at the right frame?
Trying to stop this at the perfect frame is way harder than it looks 😅
I’ve been experimenting with fast movement and clutch recovery mechanics in our indie platformer, and this moment accidentally turned into a perfect “pause challenge”.
How our game looked 4 years ago…
Game name: Tonikum!
Four years ago, this project was just placeholder rectangles. Over time, it evolved into something much bigger with handcrafted tilesets, shaders, and a heavy focus on atmosphere and game feel.
#gamedev#unity#pixelart
Even small mechanics like snow and climbing went through countless iterations. The character is still a placeholder while we refine art and gameplay, but seeing the difference from the early prototype feels surreal! ✨
Steam page coming soon! 👀 Follow for updates!
I almost didn’t make that…
I added a climbable wall mechanic to help recover from dangerous situations, and it created some really satisfying clutch moments.
Missing the grab by even a second means instant death 💀
#gamedev#indiedev#unity#platformer#tonikum
This grass reacts to everything…
I’ve been working on a foliage shader that makes the world feel more alive and responsive in real time. Even something as big as this changes how everything moves.
Full devlog:
youtu.be/mQmJsU14IvY#gamedev#unity#shader#foliage#tonikum
this shouldn’t happen…
POV: you give someone full access to your game code
We were testing movement mechanics and somehow ended up with this😅
The dash is supposed to work only in short bursts, but after a small change it just never stops.
#gamedev#indiedev#unity#tonikum
What started as a bug turned into a chaotic sliding simulator, breaking through walls, ignoring obstacles, and turning the whole level into pure speed madness.
This definitely won’t make it into the final game… or will it? 👀
Keep it or fix it?
I’ve been experimenting with a pogo-style jump mechanic where you can chain bounces to climb faster and faster. It feels super satisfying when you keep the rhythm… but one mistake is all it takes.
The movement, timing, and feedback are still being tuned, but it’s already intense
The snow remembers… ❄️
The snow melts under your feet… and slowly disappears behind you ❄️
This effect is mostly done using a shader, so it’s super efficient.
The falling snow particles are CPU-based, but in small amounts like this, performance is still smooth.
#gamedev
I wanted to create a system where the environment reacts to the player in real time and making every step feel meaningful. It's just a prototype for now, but we'll keep improving it.
#indiedev#unity#pixelart#tonikum
This started as a 30-day project… (3 years later)
This started as a 30-day game jam project…
and turned into 3 years of development.
This is Tonikum.
🎮 Full devlog on our youtube channel! (youtu.be/9pL4U1ZkO1c )
#devlog#gamedev#tonikum#indiedev#unity
Fixing Ledge Climb Be Like
Fixing one thing in my game always breaks something else…
Game dev logic.
Follow the development of Tonikum 🌿
#gamedev#unity#indiedev
I Finally Fixed This Unity Shader Bug
Resolved a foliage shader issue in my indie game, Tonikum 🌿. Surprisingly, it wasn't the shader but the SRP Batching optimization in Unity causing the problem. It's fascinating how unexpected sources can lead to tough bugs!
#gamedev#unity