Joined June 2025
276 Photos and videos
A place for everything, everything in its place. #solodev #indiedev I think I've grinded readability enough for now. PS: This tooltip dosen't count.
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He who stands alone falls alone Had to sacrifice a few or UI testing. #gamedev #indiedev
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Art is never finished, only abandoned. #pixelart Polishing some moves: every frame counts.
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Simplicity is the ultimate sophistication. I tested a lot of HUD systems for displaying battle information visually. After all that searching, I keep coming back to the same conclusion the simplest solution usually wins in my perspective. This is just one effect out of many, but I'm really happy with how it's coming together. #indiedev #pixelart
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Added some water and oar splash effects, also boat symbol change and more ship variants for traders or later for player. #pixelart
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Many a small make a great. Some final UI touches for now. Sometimes I wanna just check something and it escalates quickly. #UI #pixelart
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A calm sea does not make a skilled sailor. Sailing mechanics update: -The range marker now shows how far your boat can actually reach — depending on momentum, oar mode, wind,current and more. -You can also meet other sailors and traders out on the water. Sailing UI, clouds reworked: a speed bar and a simple sundial. #pixelart #indieedev
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work upon work. Visual pass for land exploration: -new clouds/smoother animations -readability fixes -total tree system overhul -unit figures now mirror formation's top rank both player and enemy. #pixelart
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"Everything flows" Testing the trader and city UI options — this time in Massilia. #pixelart #UI
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Today instead of frying my head with code, I get into finishing some basic characters for the city dialogue window. Timelapse decision making, wip: #pixelart
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Never did Boreas reach the third dawn. Sailing update: -Physics-driven wind engine based on pressure differentials across the map -Symbolic wind streaks show wind directions -Independent sail and oar control lets you rely on wind alone when conditions favor and rowers tire -It looks great #pixelart #indiedev
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"The arrow, once released, answers to no man." Reactive system forced a rework of projectile mechanics. This is last one about units for now. -Added a small physics engine where projectiles have their own height and parabolic trajectory. -If the shooter misses, the projectile continues -The example here is 100% accuracy but for stationary units only: moving enemies can dodge more easily. -Friendly fire works. -Javelin animation is still a diffrent story #pixelart #indiedev
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My first long-form video on X, this time with all moving/positioning commands at once and commentary. There’s been plenty of questions around this, so this sums it all up pretty well. #strategy #indiedev #pixelart
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In unity there is strength. New formation orders: - Scatter, - Rally to Banner, and - Reform Lines Those three live and die with the standard-bearer. Also added more advanced rotation options but that's the boring part. #gamedev #indiegame #pixelart #strategy
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"Nothing in excess." — Delphi oracle inscription I finally locked down all battle UI elements Personally I hate cluttered spaces, UI popups, so I'm trying to make as simple as functional as I can. Stats: - 24 battle scene buttons total - 4 states: hover, disabled, clicked, normal = 96 buttons. Still I need to tidy some things but, it's locked in. #pixelart #UI
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In war, the greatest art is deception. Testing my ambush scenario —still heavily WIP -I added multi wave enemies mechanics -BRAWL order, once my line breaks, Each unit turns, seeks and engages independently. #gamedev #indiedev #pixelart #godot #strategygame
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In this ambush example, it was actually a bug — the Celtic units were much slower, so almost every attack got blocked. Now it’s intended to work like that, same bit random but same variations stats for both:
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"Fortune favors the bold" Citizen Swordsman & Charge mechanics reworked: - Small shield, greaves, built for risky charges - New reactive system needed a full charge order rebuild - Flanking isolated or unprepared foes gives crit chance - Best role for your fastest citizens. #indiedev #pixelart #tactical
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I still need to make Ai a bit smarter but we will get there ;)
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