
early prototype of ATB gauges and guns

early prototype of ATB gauges and guns

Back in work after a week off tomorrow - was hoping to get more done whilst I was off, but still made some good progress! Added a bunch of new rooms, updated enemy behaviour and fixed some very, very stupid bugs
I usually find it helpful to at least try and give myself a deadline, even if I end up missing it, so going to aim to have a working demo for playtesting by Jan/Feb ![]()
unfun part of gamedev but steam gave me my first monthly payment ever, for my first published steam game ever, and my bank took 40€ out of the mere 93€ that was left after Steam and the US taxes took their share ![]()
i’m very bitter about it actually, especially since i have no monney. At least i contributed to the US society and development of the banking system ![]()
ps: if any of you has a better system to receive foreign payments with less fees, I’m interested!!! I have a payoneer account, but steam only accepts physical banks in your country I think? I will have to try with my revolut account maybe…..
Made a new trailer for my steam page in prep for the lone wulf 15 second indie game showcase Lone Wulf Studio 2025 Indie 15 Second Showcase
Still working away at my Game Boy survival horror* - I said in my end of year post that I was hoping for a January or February demo, Jan definitely optimistic but February isn’t completely impossible if I get my shit together!
Some more screenshots:
I’ve also made sure all palettes and screen shaders are changeable/removable by the player, so people can adjust to make sure the experience is comfortable for them
*I’m calling it Game Boy survival horror but I am absolutely 100% cheating, there’s a bunch of stuff in here that definitely was not possible on the Game Boy - it’s just a vibe, not sticking to restrictions where it doesn’t suit me ![]()
After my traumatic afternoon I’ve spent the afternoon working on the game, and I’ve drawn 5 images of roughly 130x100px, each of which is only displayed onscreen in the final game for between 0.35 seconds and 0.7 seconds isn’t game dev fun lol
(I’m pretty happy with how the sequence is looking though in fairness - hopefully it’ll come across as I’m intending it to for players!)
Took a break from Alice’s to do something else
I made a big eye boss monster I am now a real dev
(WIP, any ideas? I know I need to make the eyes flash when the lasers fire but would love to hear other thoughts!)

Small detail but here is a suggestion: make the eyes blink sometimes! It’ll make them more lively I think
Great suggestion - I’ll get it added! Thank you :)
Quick update to say thank you again - they look so much creepier and more alive ![]()

Hahaha Hell yeaaahh, looking great
Ridiculous how much a simple blink can add
Nothing much new visually to show, as I’ve been working on music and sfx for a few days, but just wanted to confirm that the eye boss battle sounds very unpleasant and I’m very pleased about that
Feel compelled to share some kind of image with the post anyway, so here’s a highly suspicious ladder :)
I am not much of an animator in any regards, so this took some Effort
Because of the graphical update with the last expansion, I cannot play FFXIV anymore so I decided to make FFXIV at home… not sure where I go with this game but it looks cool atm

Not showing just yet but just want to vent that some dumb fuck (me it was me) decided that my game needed a whole bunch of scenes that prominently feature hands so now I’ve had to draw a lot of hands and I fucking hate it
Yes I know practice drawing anatomy is good for me but that doesn’t mean I have to like it urgh
I realized I never actually shared this here. Unfair Flips GB is my first and so far only “complete” game, it’s a Gameboy demake of the game Unfair Flips by Heather Flowers, it’s a simple game about trying to flip Heads 10 times in a row with a coin that is (initially) weighted unfairly.
I also have a prototype demo of my original gameboy game AZRAEL, about being an angel who has to kill other angels. It’s meant to play like Castlevania
Originally my goal was to create a finished version of Level 1 and publish that as a demo, but I ended up burning out on trying to figure out a first boss fight that I was happy with, so I ended up just publishing this early build and putting the project on hiatus. I’m thinking about returning to it again, however.