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Dyspropulse
115 posts

Dyspropulse
@DysproPulse
Game dev/3D artist Building a FPS roguelike with stylized mechanical ennemies
Katılım Aralık 2025
92 Takip Edilen17 Takipçiler

@Sylva_GameDev Nice enemy, visually I think I prefer the “pirate ship”-themed enemies to this more modern looking battleship, it stands out a bit, but the combat looks pretty cool thanks to the many turrets and different attacks he seems to have
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@AlterMageGame Very cool idea, the spells symbols appearing arround the staff probably offer a much more diegetic/immersive experience than using a menu.
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In AlterMage, I wanted an intuitive way to quickly change between lots of spells without digging through menus. So players can combine 2 elemental runes with a couple button presses to attune 1 of 36 unique spells to their staff!
#gamedev #gamedevelopment #indiegame #indiedev
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@Sylva_GameDev Already a new zone, your quick with it, whats the theme for this zone and these ennemies ?
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@PIayAmalgam Holy cow, this looks so polished, i love how much movement options you have with the wall run the "mine explosion jump" and so on
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Just 50 seconds of uninterrupted combat.
Wishlist Amalgam on steam: store.steampowered.com/app/4500700/Am…
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@Sean_Hinris Wow, that looks awesome, and it goes really well with your sliding system. Btw how did you get the top of those dunes to be sharp and accurate instead of the usual round sand dune we see in most games, did you hand sculpt them or used a height map or something else ?
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Couldnt agree more, verticality can brings levels to life, but it’s really hard to pull off well. Does anyone have any tips on this? The only “trick” I’ve found for easily incorporating verticality is to shape the terrain to be very steep in some areas, and hide the steep slopes behind rocks.
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Verticality in games is key to making a world feel REAL.
It's 10x easier to build a flat level, but this leads to the world feeling dead and uninteresting.
In A Short Quest, you won't be walking on one plane. You'll start high in the hills, descend down goblin tunnels, climb mountains, giant trees and yes, occasionally take a rickety wooden elevator.
If you like RPGs, love indie games and want to explore a magical little world - wishlist A Short Quest!
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@KettuGames Yeah the light rays/sunbeams on the right looks quite good, also the light bloom effect on mushrooms looks better on the right, the hands looks kinda cursed but i still prefer with dlss5 on
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@jitspoe The one on the left seems to have a bit more depth, plus it has a slightly greenish tint, which helps it blend in better with the grass in my opinion
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Great, that’s probably a smart design choice, now the game have a new marketable hook, its no longer just a shooter, but a shooter ON A HOVERBOARD ! Although if im not mistaken it looks like the flip kick is just like the previous dash but with an added hoverboard spinning animation, so for now it doesn’t seem to add any mechanical depth, but you could add thematic elements that make better use of it, such as new features tied to your cool moves mechanic, or maybe rail grinding.
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good morning
i've added a hoverboard into the game, and you can do a basic flip trick on it right now
also added some new enemy types but they're still hiding for now
i think if you can customize your hoverboard that would be cool
#gamedev #indiegames #gaming
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I finished implementing my revolver in Unity.
It's important to practice aiming when you get a new weapon.
#gamedev
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@wildcraft_games The theme of the main menu seems really fitting and immersive, however, I would prefer it if the new game option and save files appeared after clicking play or a “Load Game” button, rather than directly to the right of the main menu.
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New main menu idea, what do you think?
If you like RPGs and indie games, check out A Short Quest on Steam and give us a wishlist!
#gamedev #indiegame
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@Sylva_GameDev Is there even anywhere left to flee to at this point?
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@BrainlagGames Nothing stopping you…
Except maybe performance. Or lactose intolerance 👀
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@DysproPulse Thanks! Yeah I just need to make a new mesh for it, I've also made an enemy has rotating shields around it, that still needs a little work though.
I'm hoping to get this version on itch.io in a few days!:)
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hello lovely people
i've been working on new enemies, one can now slam down into the ground causing a shockwave
also the game has a more comic-book visual style now which I am loving
what do ya think?
#gamedev #indiegames #gaming
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@tinto_gamedev Oh, that's pretty cool, it could make certain encounters “systemic”, also it's less immersive when something can hurt the player but enemies walk right through it unscathed, so making fire or traps hurt both sides is a great idea I think
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Probably safe to open this crate...
#indiegames #indiedev #gamedev #unity3d #gamedevelopment #madewithunity #solodev #gaming
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@KettuGames woaah, reminds me of scorn, you guys did so much, thats impressive for a second day of game jam, cant wait to see what the final result will be
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@wildcraft_games Nice, i love when games have small hidden routes, making content despite knowing that almost no one will see it shows how much devs love a game
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I keep on getting lost in the fantasy of this world we've built and it's magical.
Who knew an indie RPG could feel so immersive?
You might find yourself venturing off the main path, stumbling upon a bandit camp, a goblin raid, or a hidden route only 0.1% of players will ever see.
That's the goal, let's see how close we can get! Don't forget to wishlist A Short Quest on Steam!
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