@daeno.bsky.social
(Dane-Oh Soo-Doe) I make games Linktree: https://linktr.ee/DaenoSudo *pfp by @pingsley.bsky.social
#indiegame #godot
05.02.2026 17:26 โ ๐ 13 ๐ 0 ๐ฌ 2 ๐ 0Some people have the impression that Sonic has a strict hold on several broad game mechanics: moving fast, rolling (Odyssey, metroid, etc did it too), slopes and ramps?!?! so they treat any ip in inspiration as a "fake." If this were the case, every new ip would be pretty lame.
19.11.2025 04:05 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I can't lie that everytime Himari is compared to sonic, a bit of me explodes. It IS my main inspiration, but as undertale is to earthbound. Himari is more than a derivative work.
19.11.2025 03:57 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0I only hope that Himari will be thematically and visually unique enough from the modern representation of sonic, that it'll be treated differently. Unfortunately RR went for a full cartoon artstyle and a light-hearted story (i think). Which may be attracting the smooth brain commenters.
19.11.2025 03:50 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0insta comment
Everytime i see the comments of a "Rollin' Rascal" ad it urges me to remove rolling from Himari entirely. I don't want to release my work if it's not gonna be taken seriously or if it'll be treated like a rip off of sonic. And if I was a RR dev, I'd feel pretty fucking unappreciated rn.
19.11.2025 03:50 โ ๐ 5 ๐ 0 ๐ฌ 1 ๐ 0Alotta water in the tutorial.
16.11.2025 08:02 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Well it is a bad model but the camera isn't helping.
16.11.2025 06:07 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0Short focal length. Camera is positioned close, distorting the face and making sonic look stupid.
Good focal length. Camera is positioned far away, and focal length is increased. Doesn't distort face.
We gotta realize maybe the model ain't that bad but the framing is awful. Stop putting the camera in his face, increase the focal length and back up.
16.11.2025 06:07 โ ๐ 3 ๐ 0 ๐ฌ 2 ๐ 0Another thing is incentive and wonder. Notice the reward above is visible to the lower path. This gets the player thinking "Wait how do I get up there? There's something cool up there i want to go back and get up there" Remember, the jump hasn't been taught yet. So it creates wonder.
12.11.2025 06:00 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0Also notice the slanted walls. That's to push the player to their goal if they're really shit. I don't want anyone getting caught on walls yet.
12.11.2025 05:26 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0Also the point of the uphill "punishment" is meant to infer that this player may be inexperienced. So I slow them down uphill so that they'll be more prepared/ready to see the next obstacle.
12.11.2025 05:25 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0Paths won't always converge in a linear way. This is just the tutorial, so I'm purposefully keeping the player going linear to focus on teaching the fundamentals. Later on, I'll introduce paths that branch farther. You gotta start simple though.
12.11.2025 05:23 โ ๐ 4 ๐ 0 ๐ฌ 1 ๐ 0Bit of level design showing a narrow bridge over a wider path.
Proud of this bit of level design. It's early on, simple, but shows how I'm gonna approach the rest of the game's stage design. #gamedev #Godot
12.11.2025 05:20 โ ๐ 63 ๐ 4 ๐ฌ 2 ๐ 0That leads to gimmicks which are cool but inconsistent. Mechanics need to be consistent, which is why abilities are so hard to make. They have to be applicable as much as possible throughout the game, so that the level design isn't restrained to certain mechanics. Gimmicks are often a one and done.
09.11.2025 10:47 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Ex: The first mandatory rolling section will force you down a slope into a stack of boxes or enemies. Naturally showing it to be possible. Then it's a matter of keeping that idea intuitive, by including it under other mechanics.
09.11.2025 10:32 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Yeah but those aren't really "abilities." Currently you can do that stuff when you're rolling, running above a threshold, or stomping. Therefore, making that action a sub-mechanic that can be taught along with each ability's introduction.
09.11.2025 10:32 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0The only "ability" important enough to go in the first level is rolling. Since I included it technically with momentum as a mechanic.
09.11.2025 10:27 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Its gotten to the point where if I want to remain organized with my level design, I'll have to release the demo with 3 separate stages, just so players can actually learn about boosting, skidding, rail grinding, hydroplaning, stomping, etc.
09.11.2025 10:27 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0As of writing this, the tutorial/first stage is focused solely on moving the character. There is literally no space for teaching any other game mechanic since moving has like 3 sub mechanics that are super complicated on their own (Controls, momentum, terrain).
09.11.2025 10:24 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0I have a hard time justifying the implementation of "abilities" in Himari since the base game mechanic (the physics) is so versatile and complicated on its own.
Makes me have to think harder about what abilities could actually be useful in support of the busted mechanic of moving.
HELL YEAH!!! #GodotEngine #gamedev
07.11.2025 17:10 โ ๐ 28 ๐ 5 ๐ฌ 0 ๐ 0I just got an idea
07.11.2025 17:08 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 1Its a dev essential atp
05.11.2025 16:31 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Whiteboards make it easier to design levels.
Got a whiteboard! Life-changer. #gamedev
05.11.2025 15:48 โ ๐ 7 ๐ 1 ๐ฌ 1 ๐ 0Sorry should've clarified, I was referring to the skidding mechanic where you can make a 90 degree turn. If you mean the shockwave, yeah sure I can mess with that too.
27.10.2025 16:41 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Too situational. Maybe it'll end up being some kind of upgrade or unlock. I'll keep in in the playtest demo just in case people like it.
27.10.2025 16:33 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Yeah just feels a bit redundant.
#GodotEngine #gamedev #indiedev #Sonic
This is all bumming me out cause I keep being reminded I cant add a drift since she already turns good :(
21.10.2025 05:42 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0The idea is that I could include sharp corners in level geometry without having to result to lame boost pads. It'll give the player more control and freedom on how they wanna tackle the turn, while keeping the speed up if they time it right; otherwise, smash into a wall and lose all momentum.
21.10.2025 05:39 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0