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Adriaan

@adriaan.games
11K followers 262 following 3.5K posts

Director at Hidden Folks (hiddenfolks.com). Game designer of many games (adriaan.games). Usability contributor for the Godot Engine. Organizer & investor at midgame.fund.

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Adriaan @adriaan.games · 3h
yup, there exactly
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Adriaan @adriaan.games · 3h
proposal to redesign Godot's export panel: github.com/godotengine/... soooo much cleaner! give it a thumbs up on GitHub or make suggestions for improvements there! #godotengine
comparison between the godot export window before and after the redesign proposed by the proposal.
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Adriaan @adriaan.games · 4h
haha sorry, decided to do another pass and deleted my post, give me a hot minute!!!
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Adriaan @adriaan.games · 4h
just in time for godot 5 then
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Adriaan @adriaan.games · 5h
who threw their paperclip in the water, jfc does nobody think about the environment anymore
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Adriaan @adriaan.games · 7h
it’s a video though
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Adriaan @adriaan.games · 18h
The only thing repurpose doesn't do is set / adjust the cover. You can adjust that afterwards though. I'm just not sure yet how important the cover is when the main thing for discoverability is being served by the algo as people doom scroll 😅
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Adriaan @adriaan.games · 18h
I've only done a little bit of testing though, so it's a bit anecdotal and I can't be certain IG and YTS don't penalize not using their native tools. But the time saved is massive! No more fiddling with different video editing UIs for the titles and captions and descriptions and whatnot.
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Adriaan @adriaan.games · 18h
Follow up on my search for short form video content tools to post to TikTok / Instagram / YouTube simultaneously: I tried Buffer & it indeed seems like TT penalizes content posted through 3rd party tools. But IG/YTS don't seem to, so posting on TT & reposting to IG/YTS with Repurpose seems to work
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Reposted by Adriaan
Hidden Folks @hiddenfolks.com · 19h
We met a Hidden Folks fan at gamescom who 3D printed this incredible figurine of Kiki the Monkey, one of the characters in our searching game! 🤍🖤🤍 our fans 🤍🖤🤍
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Adriaan @adriaan.games · 19h
the next @hiddenfolks.com newsletter (sent in 2-3 weeks) has been a fantastic guide to me in laying a foundation for the remainder of the HF2 project: - setting up a playtest signup. - setting up a 'help translate' signup. - planning content & features. - setting up the merch shop. exciting times!
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Adriaan @adriaan.games · 20h
So proud of what the Hidden Folks team and I have achieved so far. - 3,5M+ Hidden Folks downloads across all platforms. - 47k newsletter subs with an 86% open rate. - 9,5k Discord members. - 10M+ YouTube views on HF content. - Fans of truly all ages between 5 and 85. - … and so much more. 🤍
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Adriaan @adriaan.games · 20h
lol I think bsky butchered / glitched the video, but you get the idea 😅
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Adriaan @adriaan.games · 20h
I'm in love with portal.app on my desktop. The rotating, high quality, moving backgrounds (which I don't find distracting) together with the always on ambient sound (at an adjustable perfect low volume) give me so much joy. I regularly just close all my windows just to experience it for a little.
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Adriaan @adriaan.games · 01/10/2026
fine i’ll get back into it
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Adriaan @adriaan.games · 01/10/2026
deliberately sophisticated, abstract, often hard-to-understand language in contemporary art is lame. deliberately sophisticated, abstract, often hard-to-understand language in contemporary art is lame. deliberately sophisticated, abstract, often hard-to-understand language in contemporary art is lam
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Adriaan @adriaan.games · 01/10/2026
project managers are aware and working on it
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Adriaan @adriaan.games · 01/10/2026
what is wrong with people
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Adriaan @adriaan.games · 30/09/2026
just some guy
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Adriaan @adriaan.games · 30/09/2026
apparently more issues. should be resolved EOD or, you could compile the engine yourself!
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Adriaan @adriaan.games · 30/09/2026
should be fixed
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Adriaan @adriaan.games · 30/09/2026
and the lack of renaming symbols! which is what 4.8 is adding too
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Adriaan @adriaan.games · 29/09/2026
lol, fuck
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Reposted by Adriaan
passivestar @passivestar.bsky.social · 29/09/2026
4.8 will be the strongest godot release in a while texture streaming, contact shadows, multi-bounce AO, lightmap specular, 3d trails, mesh buffers on gpu, visual shader groups, label text fitting, symbol renaming, more flexible editor layout and a lot of ui improvements what are you still missing?
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Adriaan @adriaan.games · 29/09/2026
you can just close the tab easily in 4.8. we’ve additionally disabled it entirely in our 2D project
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Adriaan @adriaan.games · 29/09/2026
you can already do that in earlier versions, too! in 4.7 and previous, there’s an undock button in the top right corner
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Adriaan @adriaan.games · 29/09/2026
they are tabs, so you can drag them wherever you like! i dragged it away, lol
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Adriaan @adriaan.games · 29/09/2026
PSA for Godot users soon upgrading to 4.8 (still in development): The built-in Script editor has become a regular dock and to pop it out, use the context menu (opened by right mouse click) on the Script tab and select 'Make Floating'. The previously dedicated button has been removed. #godotengine
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Adriaan @adriaan.games · 29/09/2026
for indies I recommend premium or try before you buy
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Adriaan @adriaan.games · 29/09/2026
i’m special though
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Adriaan @adriaan.games · 29/09/2026
we tried showing them on touch start in rift riff’s tower select, so users can either release and select the thing or drag away their finger and cancel. it’s finicky though. a better paradigm could be to tap for more info and tap again (or on another button) to do the action
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Adriaan @adriaan.games · 28/09/2026
haha probably means that their issues were fixed in master though! they were on a previous dev build earlier.
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Adriaan @adriaan.games · 28/09/2026
clone the godot repository install dependencies with a oneliner from the docs `scons target=editor dev_build=yes debug_symbols=yes platform=linuxbsd` that’s it.
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Adriaan @adriaan.games · 28/09/2026
today i asked a peer to compile the godot engine to better debug their crash and they did it in a heartbeat! it was very exciting and it also made all their crashes go away lol. yay open source
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Adriaan @adriaan.games · 28/09/2026
sure. i didn’t get into that as much because it’s not the point of my thread.
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Adriaan @adriaan.games · 28/09/2026
I'm not assuming anything about anyone else, just pointing out my experience. my team and I make our games with multi-platform in mind from the start, and yeah, that ends up saving a lot of time because all UI and design paradigms are already scoped properly
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Adriaan @adriaan.games · 28/09/2026
probably not, but who knows, maybe you have a wild idea that players love
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Adriaan @adriaan.games · 28/09/2026
(Rift Riff did great on the App Store but terribly on Google Play because Godot had bugs on Android that caused a 5% crash rate and killed our launch promotion. We collaborated with Godot contributors to get those issues fixed, but the harm was already done. A next release on GP should be better!)
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Adriaan @adriaan.games · 28/09/2026
Not at all. Both the App Store and Google Play can both be big sources of income. Some games to better on one, some on the other. They work differently, too. I've personally seen more success with the App Store, but Google Play has still been significant.
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Adriaan @adriaan.games · 28/09/2026
rift riff was far from successful enough on Steam for any success to transfer to other platforms. I think apple featuring did the majority of the "marketing" for rift riff. I just filled in the feature nomination form. but this is kinda' beside the point. the point is: there's an opportunity there.
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Adriaan @adriaan.games · 28/09/2026
you can’t compete with the free to play games. you shouldn’t even try. you don’t have to.
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Adriaan @adriaan.games · 28/09/2026
buying the cheapest (arm) mac, if you can afford the investment
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Adriaan @adriaan.games · 28/09/2026
partially true, partially outdated. the last few generations of iphones and ipads are all more powerful than the steam deck. switch is essentially a mediocre phone. and doing optimizations near the end is often necessary anyway. i disagree that this is one of the main reasons against mobile.
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Adriaan @adriaan.games · 28/09/2026
you’re not wrong. my point isn’t that mobile is easy; it’s that there’s a huge opportunity there. it’s what i’ve seen time and time again, even if i wasn’t trying hard (like with rift riff). for me the investment is a no-brainer, but everyone should weigh their own costs and opportunities.
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Adriaan @adriaan.games · 28/09/2026
sure.
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Reposted by Adriaan
Mike Bithell @mikebithell.bsky.social · 27/09/2026
I heard the term ‘meat proxy’ recently, meaning someone who places themself as a human middleman between an employer and genAI, and it is simultaneously a perfect term for the practice, and existentially depressing when you realise how many want to nominate themselves for the role.
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Adriaan @adriaan.games · 28/09/2026
🙏🏼🙏🏼🙏🏼
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Adriaan @adriaan.games · 28/09/2026
if you have a game that shows even a hair of potential, i urge you to consider: - release on mobile - landscape is fine - premium (harder sell) or try before you buy (easier sell, more work for you) - log in to game center / play games services - send apple a feature request 4 weeks in advance
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Adriaan @adriaan.games · 28/09/2026
the cost of adapting for mobile is soooooo small. yes, store reviews suck. yes, portrait may require a redo of your design. yes, try before you buy as a business model is questionable. but we’re talking about 2 months of work here. those costs are linear.
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Adriaan @adriaan.games · 28/09/2026
i can talk about non linearity all night! we humans are so bad at spotting & understanding it: adding a mobile platform doesn’t just increase your opportunity by a factor of one or two. every additional ‘big’ platform, taken seriously, potentially increases your chance of success by 1 – 100 times.
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