Feedback from next fest was that the text was too fast, and people couldn't slow it down.
So I added a delay to await input from the player, and a way to speed up the text if you don't want to (or have already) read it
#gamedev #indiegame #wishlistwednesday #pixelart
04.03.2026 13:58 β
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D
01.03.2026 13:17 β
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All the time
27.02.2026 14:57 β
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Samesies. Steam allows multiple trailers too, so the recommendation is only for the primary trailer. Cinematic ones usually come second, if at all
27.02.2026 01:26 β
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Iβve got some new precision screwdrivers coming today. Going to take apart my laptop and see if I canβt fix the track pad
26.02.2026 19:34 β
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But trailers arenβt a one size fits all. Steam is first and foremost a store, so the promo material we put there might be different than what we put on other places like YouTube or even itch.
26.02.2026 19:33 β
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Matter of fact I just reviewed their documentation and they actually give exactly the discovery queue as one example as to why they suggest gameplay first.
26.02.2026 19:32 β
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This advice is given directly from valve on their trailer documentation and the trailer upload page.
26.02.2026 19:31 β
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Plus, the polygon method lets me make adjustments easier, since I can see how the UV is deforming the textures in-editor, as opposed to passing in raw data and running it each time, so it fit my workflow better. :3
25.02.2026 15:18 β
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Once that's done, I just have a little script that takes in a "morph time" and then just lerps the vertex positions and handles the crossfade.
I coulda done the same in a shader, but I figured this was a cool way to try a different way that's a bit more visual.
25.02.2026 15:18 β
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I start by setting up the vertices and polys on the end state (could do either, but I worked backwards because the end sprite had some more defined features.
Once the mesh is set up, I duplicate the node and change the texture. Then I remapped the vertices for the start state.
25.02.2026 15:18 β
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I coulda, but I opted to use some Polygon2D nodes in Godot for it. Same same happening under the hood though.
I have two Polygon2D nodes, one for the start state, one for the end.
Both polys have the same number of arrays, in fact, they start off as duplicates.
25.02.2026 15:18 β
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Pretty happy with this little morph effect that I put together.
#gamedev #indiegame #pixelart #vfx #godot
25.02.2026 14:07 β
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I LOVE napping
25.02.2026 13:51 β
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Game art WIP thingie! <3
#indiedev #indiegame #gamedev
23.02.2026 20:47 β
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Oh i love cracking the cryptic! Congrats!
24.02.2026 17:58 β
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Wooo! If you live-stream it be sure to let me know! Id love to watch and see how it goes! :):)
23.02.2026 23:12 β
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Congratulations!! π₯³
23.02.2026 23:12 β
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fionnlaigh
22.02.2026 23:12 β
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Itβs depth and design, and a game that people made some great memories with friends with.
22.02.2026 14:47 β
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For 86βd my best case is getting a few hundred wishlists in next fest and selling enough to build a runway to develop the next one off the profits.
For Kinfolk, best case is itβs a breakout that gets noticed and played enough that it becomes a game fondly remembered in 2020s callbacks for 1/2
22.02.2026 14:47 β
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Whatβs it about? Maybe Iβll give it a go
22.02.2026 01:05 β
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I spent way too long thinking that by FMA you mean force = mass d acceleration and squinting looking for the reference.
You meant full metal alchemist π€¦ββοΈ
22.02.2026 01:03 β
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You got this!
21.02.2026 14:49 β
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I'm really happy with how the menu for 86'd turned out, with the dishes flying around.
If I had more time, I'd make them shatter when they hit, but that's for another game I guess!
What do you think?
#gamedev #indiegame #godot #pixelart #steamnextfest
21.02.2026 04:20 β
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