Pixelart is it's own style and even "unclean pixelart" as seen here just has a different visual impact compared to highres 2D. Even if it's not clean, it might have a bigger appeal to many.
Actually... let's turn this into a little thread so I can talk more about this.
01.12.2025 20:50
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In WarioWare: Twisted, Jimmy's boss microgame can be won instantly if the console is tilted 720ยฐ in less than half a second. In practice, this is achieved by literally physically throwing the console.
05.03.2026 17:41
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I miscalculated a velocity value and now this lil guy acts so vicious i jumpscared myself
03.03.2026 15:09
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16 days remaining for #MVM31. lots left to do, but we got:
sleepy animations on my legally-distinct bench save points (it's a clam!)
pause screen showing collected abilities
drawing characters is strange and hard but it's fun. gonna look like an old webgame but thats cool ig
#gamejam #love2D
28.02.2026 04:36
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Metroidvania month Day 11:
Finally finding some ground for the gameplay: Non-combat Precision platforming. Spikes abound!
Physics and signposting still need more tweaking, but I feel better about the direction its heading than I did this morning.
#gamedev #gamejam
26.02.2026 04:16
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Drawn To Life (especially the second one) always felt really special with how you could draw your own characters and items to use in game.
Kind of an obvious use of the touchscreen, but I found it really charming growing up with it
25.02.2026 21:01
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4 days into the metroidvania month jam?
Since last post: moar tiles, a save system, double jump, some custom music, and the start of a collectible system
Next goals are saving collectibles and implementing particles, trying to not do dynamic music tho i rly want to
#Love2D #gamejam #indiedev
20.02.2026 03:08
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Super Metroid (but a bomb chases you and you die if you touch it)
Sonic modding scene: "We modded Sonic Mania into an entirely new game"
Mario 64 modding scene: "We backported the newest 3D Mario's gameplay & levels into the first 3D Mario"
The Super Metroid hacking scene in 2026:
17.02.2026 19:17
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End of day 2 working on the Metroidvania Month X Magical Girl game jam.
Added the float mechanic I love so much, we have the start of a door system to load new maps (though it needs work to enable multiple doors and set player position) and a port of my entity system (not in vid)
#Gamejam #Love2D
18.02.2026 03:56
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Started working on smth for the Metroidvania/Magical Girl game jam goin on right now.
~20 Hours in, I've got basic movement, animations, collision, some basic art... Honestly pretty happy with how its goin so far.
Next steps are adding entities/particles/level transitions
#Love2D
17.02.2026 00:00
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22.01.2026 00:03
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We talk about "centering the joy" in game design - focusing on how good it feels to simply move and exist in the world of the game. It occurs to me that Nintendo's success at this might be owed to their history of making physical toys. Easier to center the joy if you study it IRL.
18.01.2026 17:12
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Easily one of the highlights of the event
07.01.2026 20:56
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Hotfixed the demo to fix a handful of bugs that came through after the initial demo release, including:
SFX fixes
Collectibles should now save when completing a level
Thwimbly *should* no longer respawn in a wall in bonus levels
Invisible walls at top of level are now visible
moar coins
30.12.2025 04:49
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Thwimbly! by Kepler Softworks
Cute Platforming Action!
kepler-softworks.itch.io/thwimbly
Current demo is only on itch, hoping to get a demo on Steam sometime in the next few months, but there's a bunch of work that needs to happen beforehand.
29.12.2025 17:14
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New Thwimbly Demo is up! Featuring completely overhauled levels, movement, and all sorts of new content :D
#solodev #TIC80
29.12.2025 17:14
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INFRA interior of building
Infra interior of substation
Infra!
Excellent atmosphere with some extremely frustrating puzzles. Great storytelling with multiple layers, but the movement leaves something to be desired (despite running in Source)
Definitely a top 5 game for me, but my love always comes with the caveat that there is jank
26.12.2025 19:36
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This just in!
Monchers have been spotted relaxing in inner tubes!
Thwimbly can bop them from below to move them around a bit but watch out! Jumping into them from above can spell a nasty surprise!
Made in #TIC80 with #RES64 palette
21.12.2025 00:29
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Picofoil
Picofoil is (somewhat) out!
The deadline for the paper I'm writing on it is tomorrow, so the toy needed to be released, even if it still has some major accuracy issues.
ok back to writing the paper :)
#picotron
14.12.2025 21:07
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It appears that the airfoil is preparing to make the jump to lightspeed.
This is not physically accurate, but it is mesmerizing. Still a lot of work to do.
#picotron
09.12.2025 00:04
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I'm not going to say its working as intended, but flow field visualization is getting somewhere. it's at least not crashing anymore, which is more than I could say for a couple hours.
30.11.2025 07:03
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Realistic airflow has also been a bit of a taller order than I thought. I've got particles moving at scaled velocities (1 pixel=1cm), but I can't find any resources on how to find velocity fields from the airfoil geometry.
I'm not opposed to deriving it myself, but I feel it should already exist?
28.11.2025 22:35
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Realizing that Picotron's trigonometry functions are optimized for gamedev in ways that break more "academic" math operations. Having to try and write my own converters to convert the equations from Anderson's Fundamentals of Aerodynamics to work in Picotron.
At least I have clickable buttons tho
28.11.2025 22:28
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i forget sometimes that indie can mean someone who goes to an office and gets paid a salary and has company health insurance. in my mind it will always be one guy, working alone, with a leather jacket and a broad brimmed hat, swinging across spike pits with his whip, hating snakes,
21.11.2025 14:54
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Managed to convince my professor to let me do my final aerodynamics project in #Picotron, so now I have about two ish weeks to get thin airfoil theory working in here.
I currently have NACA airfoils displaying, next steps are lift coefficients and streamlines, then a better UI
26.11.2025 22:26
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It does make those moments of "how the heck did they do that?!" that much cooler though
26.11.2025 16:58
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Current scope target for the next demo is:
The entirety of World 1 (4 levels)
1 Kaizo Challenge level (seen in video)
1 test level with a variety of lategame mechanics to get some feedback
Aiming for demo release late December, but that depends on wrist cooperation
22.11.2025 16:03
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Lately I've been working on optional challenge levels for people who like testing their skills.
There's at least one bug in the video so I've still got plenty of work to do before it's ready for primetime
21.11.2025 13:48
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lil purple pixel guy in a grassy 2D level with autumnal trees
autumn trees in Thwimbly 1-1 are lookin pretty good if i do say so myself.
18.11.2025 15:24
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I wonder if this is part of the reason why many modded SMW assets integrate so well into the game.
Makes me curious what a graphics swap would look like where everything was converted to one style.
12.11.2025 15:21
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