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Ultimate Walrus

@ultimatewalrus.bsky.social

Indie game developer & retired 10x programmer, working in Godot i like masocore, atmospheric, isometric games, cool shaders, and nice crunchy pixels He/him

104 Followers  |  133 Following  |  88 Posts  |  Joined: 10.10.2023  |  2.28

Latest posts by ultimatewalrus.bsky.social on Bluesky


Preview
Kersploosh! by UltimateWalrus An extremely 3D game. A cube of splooshy water. Fight for your life!!

An extremely 3D game. A cube of splooshy water. Fight for your life!!

Kersploosh! is now finished! and it's free. go help populate the online scoreboards!
#indiegames #freeware #arcade #scoreattack #physics #masocore
ultimatewalrus.itch.io/kersploosh

08.02.2026 03:01 β€” πŸ‘ 7    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
Preview
Kersploosh! by UltimateWalrus An extremely 3D game. A cube of splooshy water. Fight for your life!!

the game is done!! Kersploosh! is now a real game.
ultimatewalrus.itch.io/kersploosh

08.02.2026 02:58 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

thanks!

06.02.2026 00:35 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

uhh so i just discovered the compute shader that handles the water is completely unstable on my friend's computer... not good... i'm probably gonna rewrite this completely to go on the CPU. no other choice. wouldn't be a gamejam without at least one curveball thrown at you

06.02.2026 00:35 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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rail combo mechanics inspired by HYPER DEMON!

06.02.2026 00:29 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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adding some actual game mechanics! you can absorb the marbles to get more power (note: this is heavily inspired by HYPER DEMON's mechanics, see more in next video)

06.02.2026 00:23 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
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more sound! i used @kyuubi777777777.bsky.social 's BandMod VST for the enemy death sound (the FM thrumming at the end)

04.02.2026 21:05 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
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added an array of splash sounds! (i bought them from ZapSplat then sorted them into small, med, big splashes pitched them around etc). splashes are general purpose now, so i should get SFX and particles smoothly scaled to however i decide to perturb the water surface :)

04.02.2026 18:02 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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got lowpass working in Godot's audio bus!! was actually pretty easy. just listen to this

04.02.2026 02:45 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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the UI now makes it clearer where things are in 3D space. (this is something i've iterated on in previous games Vertico / Vertabyss)

04.02.2026 01:43 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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added splash particles!

04.02.2026 00:05 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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enemies and player now perturb the water surface

03.02.2026 17:56 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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killable enemy! check out the ripple physics

03.02.2026 17:55 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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destroyable weakpoint

03.02.2026 04:50 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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added ambient bubbles. it looks cool when you swim up a tower of water...

03.02.2026 04:44 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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bubbles!! when i got them looking right i was so giddy i started giggling

03.02.2026 04:01 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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figured out a shader for enemy bodies. it changes color depending on relative depth

03.02.2026 01:27 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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been having to unexpectedly take care of a sick cat, but i'm back on this!
i got compute shaders handling the water surface now -- 128x128 nodes are iterated 32 times per frame to propagate the waves!

02.02.2026 17:47 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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adding player movement/torpedoes! they're still a little glitchy, plus i think the water reflections / sky looked better before...

31.01.2026 03:47 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 1
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sand

31.01.2026 03:45 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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finished light dappling. it's a prebaked 3D texture, but it repeats seamlessly in x, y, and time

31.01.2026 03:45 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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improved light dappling

31.01.2026 03:43 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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my first pass at light dappling. the shader knows where the water surface is and doesn't dapple light above it

31.01.2026 03:42 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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oil drops now float to the top, look cool.
i'm implementing player logic i've iterated on in two previous game jams for an isometric 5DOF shooter. can't reuse the code though, different engines
ultimatewalrus.com#vertabyss

30.01.2026 17:40 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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by the way the game will probably be called "Kersplash!" probably should have put that first but oh well.

here is a bug where i forgot to zero my mouse mickeys. classic...

30.01.2026 17:30 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

feeling pretty good about this one! i'll be posting my devlog here
bsky.app/profile/ulti...

30.01.2026 17:30 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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wrote my own oil shader. i'm proud of it!

30.01.2026 17:28 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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ditched my old water shader in favor of a modded version of the excellent shader from marcelb which allows both SSR and transparency at the same time by manually re-implementing SSR
github.com/marcelb/Godo...

30.01.2026 17:27 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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reused some shader code from BIGBOMB

30.01.2026 17:24 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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initial water surface done via feeding an array into a shader

30.01.2026 17:24 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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