Matheus Barzanelli

871 posts

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Matheus Barzanelli

Matheus Barzanelli

@Mafellir

🇧🇷🇺🇲 Freelancer pixel artist! Pixel, Burger and Fantasy! https://t.co/MHnQEATtMx

Brasil Katılım Ekim 2012
343 Takip Edilen228 Takipçiler
Delicious
Delicious@zjdelicious·
Digital Monsters doodles (so far) :) #pixelart
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Matheus Barzanelli
Matheus Barzanelli@Mafellir·
@PabloMakes (2/2) I do believe that at this point, operators could have their place on a more "controled" environment in the game. Maybe for the Power fantasy, even let operators use warframe skills instead using the frame per se (let the operators use subsumed skills???).
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Matheus Barzanelli
Matheus Barzanelli@Mafellir·
@PabloMakes (1/2) My wish for conclave was to let Operators use warframe weapons with no skills, mods or selected mod pool. Something like Kahl gameplay. Add seasonal challanges and operator cosmetics for this because people are investing a lot on operator fashion lately.
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Pablo
Pablo@PabloMakes·
Got asked on devshort why I don't think raids work on WF, so sharing my thoughts. tl;dr I don't believe you can have good raids without challenge. And you can't have challenge without balance changes. 1/10
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Peter
Peter@peterjordan·
3 jogos que você sempre vai guardar no coração, valendo!
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Matheus Barzanelli retweetledi
Don't Lose Aggro🛡️OUT NOW
Don't Lose Aggro🛡️OUT NOW@OrenKorennn·
📣Calling All Creators Don't Lose Aggro launches in 2 days, handing out game keys to creators jumping in and supporting. Early access, keys, interviews available. I’m a solo dev, sharing this helps a lot. Thank you! Sign up 🔽
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Matheus Barzanelli
Matheus Barzanelli@Mafellir·
@NoMansSky Redownloading it right now to start a Monster Tamer Colony with friends! Only thing missing rn that I REALLY wish is a combat & arsenal update.
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DaniSC23
DaniSC23@D23SC·
I'm also working on some extra FX for Aseprite, stuff I need for my racing game for Mega Drive since I'm not gonna pay(🏴‍☠️*) Photoshop just for the layer styles :D Will share soon! #aseprite #pixelart #gamedev
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Matheus Barzanelli
Matheus Barzanelli@Mafellir·
@Sub__Z1n Cara, uma sugestão que eu acho válido, é vc perguntar se o cliente trabalha com crypto tbm. Pq vc pode pedir o pagamento em USDT OU USDC que tem o msm valor do dólar, e vc paga uma taxa POR TRANSFERÊNCIA independente do valor. No Binance se n me engano é 2,00 por transferência.
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SUB__Z1N (COMMS OPEN)
SUB__Z1N (COMMS OPEN)@Sub__Z1n·
Oi gente, vocês sabem me dizer se a alguma outra opção de banco além do paypal para fazer transações com clientes gringos?
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Matheus Barzanelli
Matheus Barzanelli@Mafellir·
@HOWSHIH Amazing work! Would love to see a version with emission colors and hard shadows handpainted to give it an anime style!
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Matheus Barzanelli
Matheus Barzanelli@Mafellir·
@BokehDev Hi Bokeh! Love your project vibe and it has been quite an inspiration for me recently! I know you must be quite busy with the project but you mind me DM you on discord to make a few questions about game dev like this? Nothing special, just some basic stuff from a noob dev.
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Matheus Barzanelli
Matheus Barzanelli@Mafellir·
@Towerborne This game is SOOO GOOD. But think you guys should promote it more. Marketing for this game is too small and I dont think it is reaching all people that would be interested on it. That could be a problem in long term development.
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Towerborne
Towerborne@Towerborne·
Towerborne's Full Game Update goes live Thursday, February 26th at 10:00 AM PST. To prepare for launch, we'll be taking the Early Access servers down on Wednesday the 25th at 10:00 AM PST - so this is your last chance to spend your Belfry Bucks before the world of Eld changes forever...
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Matheus Barzanelli
Matheus Barzanelli@Mafellir·
@tyminski_marek Still... LOTF have some of the coolest armors I've ever seen! As a knightholic myself I cant wait to play it and fashion some cool stuff lol
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Marek Tyminski
Marek Tyminski@tyminski_marek·
He’s right. Removing it.
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Matheus Barzanelli
Matheus Barzanelli@Mafellir·
@DNAbyss_EN Why a game so dependent on MTX to keep its development going as a GAAS is capable of doing such horrible cosmetics EVERY TIME?Honestly... I liked the game, but I really don't see it going for the long run. Lack of proper game balancing Horrible cosmetics Horrible ingame events.
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DuetNightAbyss
DuetNightAbyss@DNAbyss_EN·
✦ Lunotress's Shop Update ✦ "Put it on, and feel a strange magic take hold — as if it's finally okay to let your true self out to play." ✦ Starting February 24, 2026 (Server Time), the following cosmetics will be available in the Cosmetic Shop: Headpiece: Cinder Hatpiece The Liberator: Opaque White The Liberator The Liberator: Caramel ✦ For more cosmetic details and purchase rules, please visit [Shop] → [Cosmetics] in-game. ✦ Download Duet Night Abyss bit.ly/4qpfs9n #DuetNightAbyss #LunotressShop
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Victorelli
Victorelli@v_victorelli·
ta todo mundo virando viado
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Matheus Barzanelli
Matheus Barzanelli@Mafellir·
@tyminski_marek PLEASE, make another banger music cover for next trailer like you did with the last one. Hearing that version of It's a Sin with the gory trailer made it a 10/10.
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Marek Tyminski
Marek Tyminski@tyminski_marek·
Lords 2 is in great shape and in great hands. Combat is nailed, beta is getting close. 2026.
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Matheus Barzanelli
Matheus Barzanelli@Mafellir·
@thomasmahler Considering you are inspired on FFT, that will open the fantasy ideia for other character build styles. The melee risk and reward is too low for pure melee/physical builds and hybrid elemental builds are more relevant, but still not as good as pure magic.
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Matheus Barzanelli
Matheus Barzanelli@Mafellir·
@thomasmahler Hi tomas i dunno how class system will work but please consider some way to cast other skills as a knight. Like sword based on int that can cast wand skills and stuff. I'm working on a Mage Knight build but nothing see to get closer to mage class. Melee is a little nerfed
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thomasmahler
thomasmahler@thomasmahler·
Since we released No Rest for the Wicked Together, we’ve now officially given the internal green light to make the new class system the default. Let me explain why we’re making what looks like such a drastic change. For the last couple of decades, most ARPGs have picked one of two approaches: 1) Hard class systems. Games like Diablo or Path of Exile ask you to pick a class upfront, and that decision defines your character forever. You can branch a bit within the boundaries designers allow (e.g. Hammerdin in D2), but you can’t truly craft your own class - you’re always working inside a predefined box. 2) Attribute systems. Games like Dark Souls or Fallout let you allocate stat points as you level up, and your build emerges from those choices. From Software has used this model for ~17 years, so many assume it’s “solved.” But attribute systems come with inherent issues: players can’t realistically know which stats to invest in early, and once choices are made, you’re either locked in or forced to rely on respec systems to undo mistakes. We don’t think either approach is ideal - which is why we’ve been working on something different. With the upcoming Jobs System in Wicked, your character’s class adapts dynamically based on how you actually play. If you spend a lot of time swinging swords, you’ll naturally become a better swordsman. If you switch to wands or staves, you’ll start progressing as a mage. Each class has its own weapons, traits, and runes, and players will need to use and master that class to fully unlock its potential. And once mastered, all of the classes skills can be used on other classes as well. Your class isn’t chosen in a menu - it’s earned through play. This system is clearly inspired by Final Fantasy Tactics, and we genuinely believe it could change how players - and even other developers - think about progression systems in ARPGs. I’ve learned a lot about this as a developer: In Ori and the Blind Forest, we introduced a traditional skill tree, and quickly ran into a problem: players want to min-max, and they don’t want to be forced to invest into X just to reach Y. That’s why we moved to the Spirit Shard system in Will of the Wisps. In a similar way, we believe this new Jobs System finally breaks through some long-standing barriers in ARPG progression. It’s always scary at first to make changes like that deep into development, but I’m very much convinced that this is going to be a major step into the right direction, not just for Wicked, but for ARPGs in general. I really think Yasumi Matsuno had figured out the proper answer 30 years ago already and most western developers just haven’t paid enough attention.
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