Dyspropulse

115 posts

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Dyspropulse

Dyspropulse

@DysproPulse

Game dev/3D artist Building a FPS roguelike with stylized mechanical ennemies

Katılım Aralık 2025
92 Takip Edilen17 Takipçiler
Dyspropulse
Dyspropulse@DysproPulse·
@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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Data Strafer
Data Strafer@Sylva_GameDev·
The battleship was actually one of the first enemies I made for this game. But now that the ocean zone exists, I could finally use it.
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Dyspropulse
Dyspropulse@DysproPulse·
@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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AlterMage
AlterMage@AlterMageGame·
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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Dyspropulse
Dyspropulse@DysproPulse·
@Sylva_GameDev Already a new zone, your quick with it, whats the theme for this zone and these ennemies ?
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Data Strafer
Data Strafer@Sylva_GameDev·
New Zone, new enemies.
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Dyspropulse
Dyspropulse@DysproPulse·
@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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Dyspropulse
Dyspropulse@DysproPulse·
@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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Dyspropulse
Dyspropulse@DysproPulse·
Accurate representation of what I expect from DLSS 5
Dyspropulse tweet media
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Dyspropulse
Dyspropulse@DysproPulse·
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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Wildcraft - A Short Quest
Wildcraft - A Short Quest@wildcraft_games·
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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Dyspropulse
Dyspropulse@DysproPulse·
@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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SaikingS - Verho Developer
I kinda like the light in the middle, but the rest look cursed as fuck :P
SaikingS - Verho Developer tweet media
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Dyspropulse
Dyspropulse@DysproPulse·
@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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jitspoe
jitspoe@jitspoe·
Which textures do you think look better?
jitspoe tweet mediajitspoe tweet media
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Dyspropulse
Dyspropulse@DysproPulse·
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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Tony is making games
Tony is making games@TonyFraser4·
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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Dyspropulse
Dyspropulse@DysproPulse·
I finished implementing my revolver in Unity. It's important to practice aiming when you get a new weapon. #gamedev
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Dyspropulse
Dyspropulse@DysproPulse·
@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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Data Strafer
Data Strafer@Sylva_GameDev·
Fight or flight?
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Dyspropulse
Dyspropulse@DysproPulse·
@BrainlagGames Nothing stopping you… Except maybe performance. Or lactose intolerance 👀
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Tony is making games
Tony is making games@TonyFraser4·
@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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Tony is making games
Tony is making games@TonyFraser4·
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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Dyspropulse
Dyspropulse@DysproPulse·
@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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Tinto
Tinto@tinto_gamedev·
Today I added elements that can hurt both the player and the enemies, with different damage types and even adding status effects. #gamedev This can be used for big fires like in the video, but also traps like spike walls, hanging axes or spinning blade posts.
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Dyspropulse
Dyspropulse@DysproPulse·
@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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SaikingS - Verho Developer
Day 2 of doing "gamejam" style prototype with Bloodcorvus (Blood West lead developer) We have some basic movement, inventory and are starting to build the first area, what do you think about it?
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Dyspropulse
Dyspropulse@DysproPulse·
@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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Wildcraft - A Short Quest
Wildcraft - A Short Quest@wildcraft_games·
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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