A smear frame of the bow being turned and raised
10.02.2026 19:18 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0@rpanich.bsky.social
Solo dev Founder of Pay Artists Studios Roid Chimp-A fastpaced metroidvania, collect coins and punch CEOs I hate! Level-up and combine powerups to become unstoppable! Buy it today! http://store.steampowered.com/app/3271860/ https://rpanichart.com
A smear frame of the bow being turned and raised
10.02.2026 19:18 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Archer! A summonable if you kill enemies with a dark element projectile
I had it so both weapons would add to a single pool of melee skeletons, but that ultimately meant fewer meaningful decisions
Will also reuse as enemy
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Drew smaller variants for the zombies, and using the bigger one as a โchampionโ variant. Then added a way to control how many of either to spawn, so I can control difficulty ramp/ xp gain better.
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Thanks! :)
08.02.2026 22:52 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0On the sofa, watching YouTube front of the tv is my general workflow haha
08.02.2026 20:18 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Thanks :)
08.02.2026 20:17 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Thanks :)
08.02.2026 17:03 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Thanks! Yup, frame by frame, by hand :)
Itโs all pixel art, Iโm drawing on my iPad with an app called Pixaki
Working on a forcefield effect. Itโll help identify enemies with resistances/ immunities, so the tower defence part feels fair when that happens.
And more effects to add on the player as the game goes on is always fun too.
#gamedev #pixelart #solodev #indiedev #indiegame #godot #TheUniverseOfDeath
Oh awesome, Iโm happy to hear that they really are difficult; it justifies what Iโve been thinking was just my own laziness haha.
Thank you!
Oh no, itโs definitely a โmeโ thing haha. My background is in oil painting, and Iโve only been coding for I guess two years now? Just learning as I go and Iโve not been forced to use them yet!
07.02.2026 21:10 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0All the swords are socketable! Seems stable and bug free! Different number of sockets for each level of weapon (with mythics having 1 slot)
Thatโll allow me some fun with rune words and keeping early game items relevant
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Debugging all morning and expanding to the next few swords:
The first gem seems to work fine, but the second and third gems are causing bugs when swapping items: I think it must have to do with some elif statements then?
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All gems work in multiple sockets (up to 4) in this sword! Some ui issues, and I need to check the equip/ unequal bugs that inevitable show up; but once done, it should be copy and paste town for the rest of the swords!
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All the gems are socketable for the sword! All the weakest level gems, and all levels of the ruby work!
Testing today, and then expanding.
Also cleaned up the inventory UI; I had some unnecessary labels cluttering it up.
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Yeah thatโs my logic as well! Iโm building this on a used like 2019 laptop, so I figure if itโll play on this, it should be happy for most people haha.
05.02.2026 19:24 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0I imagine there must be a way to do this with shaders? I donโt know how to use those, so I spent the morning hand drawing these gem highlighters for the UI.
This is also my general strategy to save on in-game processing power.
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All the gems are pick up able, and the โinset gemโ mechanic is designed! Just for one sword so far, but once I finish this up and fully test it, it should be quick work to implement into the other weapons and armour.
#gamedev #pixelart #solodev #indiedev #indiegame #godot #TheUniverseOfDeath
Building out the infrastructure for sockets! Iโve mostly figured out the UI, and Iโve got the pick ups set up for some of the items.
Gotta connect everything, but itโs looking far more organised than I was worried about.
#gamedev #pixelart #solodev #indiedev #indiegame #godot #TheUniverseOfDeath
The weekly planet! The best podcast :)
04.02.2026 01:30 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0UI for the rings figured out! I was going to have pop up confirmation windows, but I feel like splitting the rings in this window is a more elegant solution.
Fixing the item description window bugs next.
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Thanks :)
03.02.2026 12:42 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Amulets set up! Skeletons have a check when you take off the jewellery now as well.
#gamedev #pixelart #solodev #indiedev #indiegame #godot #TheUniverseOfDeath
Got the last of the rings in! Testing and debugging before copy/pasting the code and tweaking it for the amulets and second rings!
Fixed a bug where you could go over the skeleton max if you killed multiple enemies at once
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Added in all the poison, rock, and smoke rings! Also nearly done fixing up the UI formatting.
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I took out level requirements for items, so the player can (if they have the starting stats) jump back into the next run with the same armour on
But because I organised things poorly, I gotta individually fix each items UI
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Iโve added in half the elemental skills (all three tiers of each). Having sorted them by power level, by ring, has been so useful for organisation. Really should have started with this.
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Iโve changed the ultimates to only trigger on the third light attack, but lessened the required mana for it.
I also added the stats menu to the overworld level up screen.
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I added a sort of โpiranha plantโ animated particle effect to the plant patche to make them more noticeable.
Plus I can increase the size and amount of that with code, which saves on the amount of animation for me to draw.
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Got the ice skills for each ring debugged! Really should have started it this way, and used this as the template for the armour. C la vie.
This is set up perfect for the gems and runes, so thereโs that to look forward to.
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