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pocchi

@pocchistudio.com

I'm working on #FalsePrincessIruruu, a Sekiro-like pixel-art game. Wishlist: https://store.steampowered.com/app/3704290 I'll post #gamedev but also a lot of #rkgk and #music. the other place → https://twitter.com/poohcom1

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17.10.2024
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Latest posts by pocchi @pocchistudio.com

haha im not as evil as miyazaki

...but don't tempt me

04.03.2026 04:39 👍 1 🔁 0 💬 0 📌 0

yeeee i really want to add rain, but likely just for a specific fight for extra *drama*

04.03.2026 04:29 👍 2 🔁 0 💬 1 📌 0

oh right i hid it in the reflection cuz i was gonna make a separate water shader but then gave up on that xD

04.03.2026 04:25 👍 2 🔁 0 💬 1 📌 0

was gonna make water a bottomless insta-kill pool but this is more fun

03.03.2026 11:17 👍 14 🔁 0 💬 1 📌 0
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splash splash

03.03.2026 11:17 👍 75 🔁 5 💬 6 📌 0

thankss :3

01.03.2026 14:57 👍 1 🔁 0 💬 0 📌 0
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been spending some time creating drafts of the next area to see what i like

...I say "draft" but they'll probably remain in this state for the next year and a half xD

01.03.2026 11:08 👍 18 🔁 2 💬 2 📌 0
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Monolith Castle
#pixelart

19.01.2026 18:05 👍 3390 🔁 739 💬 30 📌 5
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FA

16.01.2026 08:01 👍 642 🔁 160 💬 1 📌 0

i personally don't like it aesthetically, but yeah that is the best solution (i was thinking something similar to BOTW's stamina circle). might add it as an option

09.01.2026 13:58 👍 0 🔁 0 💬 1 📌 0

ah, there's already a different sword heating mechanic where your sword heats up and you can use it as a cauter so that might conflict a bit

having something shown on the character is a good idea though, maybe some alternative idle/run/deflect animations

09.01.2026 08:13 👍 0 🔁 0 💬 0 📌 0

yeah I think I can get by with top/bottom as an option since it's usually a deadzone in a room layout, but middle is tougher because since it'll obscure vertical room connections

maybe a good compromise is to only show centered posture bars for boss rooms that won't have these connections

09.01.2026 04:59 👍 1 🔁 0 💬 0 📌 0

moving it to the bottom *sometimes* work, but it depends on the room layout whether the player is closer to the top or bottom. I dont want to make it dynamic either since it betrays eye muscle memory

I've already added sound cues when posture is nearly broken, but I feel it's not enough

09.01.2026 04:06 👍 7 🔁 0 💬 3 📌 0
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after lots of playtesting I realize why Sekiro and AC6 put posture in the middle, as high-pressure combat really doesn't let you peel your eyes from the fight for even a second. it's even more important now that I've added the disarm mechanic. BUT a centered UI element looks weird in a 2D game

09.01.2026 04:06 👍 23 🔁 1 💬 4 📌 0
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im a little late but, HAPPY NEW YEAR!!!! xD

since it's the year of the horse I figure I'd draw young Iruruu when she still had her horse and bow back in Xinjiang

01.01.2026 17:17 👍 21 🔁 2 💬 0 📌 0

yeah it's just a static class with static methods. Since C# went with the Java playbook of everything-must-be-a-class, you'll still need a "class", but it's just a holder for functions.

there's no escaping OOP in most game engines, so using it in select parts as u've mentioned is the best approach

22.12.2025 04:44 👍 1 🔁 0 💬 1 📌 0

yeah last I checked i think it does support mobile but not fully stable: godotengine.org/article/plat...

if your goal is to ship mobile games with C# then I think Unity is probably the better option.

22.12.2025 04:32 👍 1 🔁 0 💬 0 📌 0
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That said, this approach is only useful for games where combat has many branching paths. If there's no parries or counters, that occur regularly, it's likely overkill.

However, in a deflection-focused game, a single combat event can have like 10+ results, so it helps to have a pure data flow.

22.12.2025 04:12 👍 5 🔁 0 💬 0 📌 0
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The main advantage of this approach is (1) everything related to how combat is done is just a series of reducers and mappers, so debugging is much easier. There's no state I need to keep track of. (2) unit testing is dead simple. I can mock any struct as input and just check the output.

22.12.2025 04:05 👍 3 🔁 0 💬 1 📌 0

ReduceCombatRequest is static, so it's entirely data-driven. Given the type of attack, position of attack, response of the defender, direction, etc., what would be the resulting reaction of the defender, attacker, effect type, position, etc.

22.12.2025 04:05 👍 1 🔁 0 💬 1 📌 0

AttackHitbox, DamageHitbox, and DamageHandler are nodes, which are children to Player/Enemy nodes. The contexts/requests/results are structs.

The main FP part here is the ReduceCombatRequest. It's the only function that handles business logic; other methods like Damage() only supply context.

22.12.2025 04:05 👍 1 🔁 0 💬 1 📌 0
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Haha I actually love discussing technical stuff so I'm more than happy to go into details! I'm using Godot 4 with C#.

(I actually had this flowchart a long time ago to help myself visualize the whole flow)

22.12.2025 04:05 👍 3 🔁 1 💬 3 📌 0

technically inspired by Lies of P but I haven't actually played Lies of P and only learned about a similar mechanic from watching Joseph Anderson's video on it (yeah Im that kind of person xD)

(( I'll buy it during winter sale I swear LoP fans pls don't crucify me ))

20.12.2025 05:45 👍 6 🔁 0 💬 1 📌 0

it's a bit overtuned for demonstration purposes; I think I'll settle at around 20+ deflects for 1 bar of healing. the idea is to still maintain that sense of desperation once you've depleted your main healing item, but give players a sliver of hope so they keep on fighting

20.12.2025 05:41 👍 5 🔁 0 💬 1 📌 0
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i've been obsessed with cauters as a healing mechanic for a while, so I got this idea that, once you've depleted your main healing item, your sword will heat up from deflections and can be used as a make-shift cauter for a small amount of healing

20.12.2025 05:41 👍 45 🔁 8 💬 3 📌 0

yeah too soon haha

will be a while until an 'official' demo, but might do playtesting beta to gather feedback before then

19.12.2025 13:41 👍 2 🔁 0 💬 1 📌 0

thank you <3

happy holidays to you as well!

19.12.2025 08:36 👍 1 🔁 0 💬 0 📌 0
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NO WAY

IT'S BEEN 10 YEARS

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

19.12.2025 08:35 👍 3 🔁 0 💬 0 📌 0
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made a new character sheet for Iruruu to help with the updated steam capsule

with the background and story mostly set in stone I swear this is the final redesign and I'm moving on to other characters now xDD

19.12.2025 03:27 👍 18 🔁 1 💬 0 📌 0
Preview
False Princess Iruruu on Steam False Princess Iruruu is an action-packed, story-rich adventure game with a rhythmic, Sekiro-like combat system. Follow Iruruu, a girl from the western steppes of China, as she embarks on a dangerous ...

store.steampowered.com/app/3704290/...

19.12.2025 02:46 👍 7 🔁 1 💬 0 📌 0