Timo

@thecurlydev.bsky.social

https://thecurlydev.bio.link - Chaotic Neutral - Kotlin, Android, React - Ai - 3D Printing - Hardware - Verschlimmbesserer

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

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 #gamedev

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!

Another pre-xmas dev update: first SFX implementations - Footsteps per surface - Jump + dash - UI selection + upgrade select - Sword swings - Bombs - Water (why is water so complicated?) Everything feels way more alive though. Water VFX effects next #gamedev #indiedev

Small Dev update before x-mas: Skill system is getting along. • Re-roll skills • Dynamic skill slots • Quick descriptions • Level-ups = skill points • Main skill use point to unlock; main/child skills (after unlock) use points or gold. #gamedev #indiedev #Godot

Dev update: - punchier hit VFX - layering/masking fixes; - ongoing progress in boss fight dev - better enemy visibility in tree-heavy areas - new group combat flow via manual "Kairos Charger" Not 100% sure about Kairos, but it's starting to feel right #gamedev #indiedev #Godot

It’s been a while, but here’s a game dev update! - Improved level design - New trees with particle leaf effects - Fresh level textures + toon shader effects - The blocky “Minecrafty” look is gone Next up: - Performance improvements - Parallax upgrades - More sinister gameplay

Oh no, it's the unbearable Interdimensional Karen: a floating head that pops in, blocks your view & demands “to talk to the manager!”. Hilarious yet infuriating, still deciding if she stays or gets yeeted back to her own dimension. #gamedev

Between interviews and life events, I finally pinned down the menu revamp! Sleeker UI, easier visual tweaks, and a hefty "under the hood" rewrite. Graphics/UI will still evolve, but now I’m shifting to fresh level challenges, new hazards & objectives beyond enemy mobs. Onward!

Not much new to show yet, but a few updates: Reworked switching between bubbly messages and dialogue. Started the story Added a key character Added a short speed boost Forgot to remove audio, oddly, it fits More redesign & gameplay tweaks coming soon