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Attunement

@attunegame.com
77 followers 101 following 64 posts

High mobility elemental brawler. Hobby project made in Unity. Began in GGJ2016 Only following GameDev folks Profile picture by the fantastic: Briana Uchendu

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Attunement @attunegame.com · 10/11/2025
@danfloydplus.bsky.social Are you aware there is a magic format called Forgetful Fish. It centers around the magic card Dandan. It's a shared deck format and a bit brain warping. I think itd make for a unique Battle of the Dans.
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Attunement @attunegame.com · 14/02/2025
You are a game developer if you make games. They don't have to be pretty, fun, good, profitable. You need to make many games before you get multiple of those, but they will be those to some people. Keep at it!
The simpsons 'dont make me tap the sign' meme. The second panel is 'You are a real game developer'
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Attunement @attunegame.com · 07/01/2025
Here's Detonate itself It's a bit showy right now relative to the damage it deals. I'll likely up the damage and the delay before detonation rather than make it look less good. Bosses have mean attacks, so make sure you dodge. Another @srrafles.bsky.social effect. #GameDev #IndieGames
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Attunement @attunegame.com · 07/01/2025
VFX Version 3 with 3 tweaks - Reduced the height of the range indication on the ground - Bolt hits before the range indication rises. - Tweaked knockback formula to be more 'away' than 'up' #gamedev #IndieGames
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Attunement @attunegame.com · 06/01/2025
VFX version 2: Lightning bolt instead of the expanding orb. It's a bit visually busy, might simplify later. I prefer this one. What do y'all think? Note: Detonate has intentional variance in delay to make it less visually repetitive. #GameDesign #IndieGames
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Attunement @attunegame.com · 06/01/2025
Tempest, a boss ability, strikes in 3 spots near a player, sometimes under their feet. You have a moment before the bolts erupt. This is VFX version 1. Might go a more lightning strike route. Effect made by @srrafles.bsky.social #GameDev #IndieDev
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Attunement @attunegame.com · 05/01/2025
Another 'base ability' that enemies use is Detonate. It is your standard telegraphed small area that will explode ability. Variants: Detonate - classic explosive Ensnare - roots you Tempest - Spawns several bolts near you. This is the prettiest. Vortex. It constantly pulls you back in. #GameDev
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Attunement @attunegame.com · 05/01/2025
There was a minor scale issue with left behind bodies... Good thing Friendbot has great healthcare. #GameDev #GameBugs #ScreenshotSaturday
The player stands next to a testing character who has three enormous arrows sticking out of them. The arrows appear to be 6-7 feet long. The testing character doesn't seem to mind.
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Attunement @attunegame.com · 02/01/2025
Thorn Arrow is one of the ability variants of Salvo. Salvo is the base ability class, but can be configured in many different ways to create wildly different gameplay. Exploding on impact, movement, imparting debuffs, multifire, etc. Nevermind that maples have no thorns. #GameDev #IndieDev
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Attunement @attunegame.com · 31/12/2024
Fun bug while prototyping an Icicle Javelin ability. I have found the correct rotation axis, after exhausting every incorrect alternative. Happy new years folks! #GameDev #GameBugs
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Attunement @attunegame.com · 19/12/2024
V3: Revised village area in Flamevale. Graybox frontier town architecture. The wagons create good low height platforms, with the porch covers and roofs creating interesting platforming & cover options. The objective is Token Collection which should fit well #GameDev #IndieDev #LevelDesign
A small prototype frontier town is bisected by a wall of fire. Barrels and wagons are littered about the street.
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Attunement @attunegame.com · 16/12/2024
Ritehaven is the playable main menu. Expanded the 'stage selection' area to support up to 12 maps. It is due for more cleanup + polish. Shoutout to @bottino.games for the TubeGenerator for the 'puzzle connector lines' that highlight to show which map is selected. #GameDev #LevelDesign #IndieDev
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Attunement @attunegame.com · 14/12/2024
One of my favorite #GameBugs. When I was implementing these beautiful new waves, there was an inherited collider that made them behave downright goofy. I love these goofy rolling water bananas. #GameDev #IndieDev
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Attunement @attunegame.com · 13/12/2024
Attunement has 3d platforming bots. Part of what governs their movements & jumps are "ShouldJump" heuristics which are formed off grounded NavMesh + other data. Like resources, flat vs vertical distances proximities. Here are a few heuristics fed into the Utility Theory. #GameDev #Pathfinding
A notebook page with many stick figure heuristics governing when a bot should jump. Being above a hazard, when below a target, when the target is over a wall. When the total distance is short but the nav distance is long. Etc.
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Attunement @attunegame.com · 12/12/2024
It's fun looking back at my game design notebook. Lots of notes from playtests or UX sketches, but some fun drawings. Some have minor "ideation to execution" like Tidal Wave became Hydrosurge. #GameDev #IndieDev
A page out of a notebook with stick figure drawings. Many elemental abilities being used. Most are jump abilities.
Fire leap, gust, tidal wave, sand sculpt, frostflight, geyser.
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Attunement @attunegame.com · 12/12/2024
The southern river splits on a Capture Point objective. The split is more visually interesting than another straight segment, and the final two waterfalls off the map are out of bounds damage hazards. I want to have a lone un-ignited tree here. That wraps it for V2! #GameDev #LevelDesign
The river splits on a little islet. A lone unburnt tree and rite capture point are present there. The split river goes off a waterfall behind the islet. A wall of fire and burning tree are on one shore.
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Attunement @attunegame.com · 12/12/2024
The east half of the map has a slope up the cliffside. It needs to cost fewer jumps to quickly traverse it. The north west quadrant has the most trees and a rite location. There needs to be a good reason to fight there. #GameDev #LevelDesign
A brownbox prototype level ramp upward next to a waterfall. Fire walls burn on the outskirts of the image.Burning trees surround a small rite location on the edge of the river in the brownbox prototype level.
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Attunement @attunegame.com · 12/12/2024
More Greybox Notes: A burning village in the soutwest quadrant gives narrative context to the level. This isn't just a wildfire, but one that is claiming homes. Part of the intended conveyance is nature is dangerous and so are the powers the gods grant to mortals. #GameDev #LevelDesign
A prototype greybox village located on the wildfire map is burning.
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Attunement @attunegame.com · 12/12/2024
Prototype v2: Firewalls to convey outer bounds. Split the river and add rocks to make it easier to cross. Better defined the place and purpose of the different quadrants of the map. It is proving to be the most ambitious and largest map. Still needs more burning trees! #gamedev #LevelDesign
A river runs through a burning brownbox prototype level. A burning village is on the bottom left, walls of fire create a vague boundary to the game map.
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Attunement @attunegame.com · 12/12/2024
🧵: Flamevale Prototyping The V1 graybox. 1st layer gameplay: Hit foes into plentiful fire hazards. 2nd layer: Douse the fire in the river. The river wants to be very accessible. 3rd layer: Don't go over the waterfall. Waterfall adds verticality to the level as well. #gamedev #IndieDev
A brownbox prototype of the forest fire level. A waterfall runs through the center of the level off a cliff. A few burning object placeholders are present.
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Attunement @attunegame.com · 07/12/2024
PureRef board for a new level: Forest fire with a river and waterfall. Knock foes into the burning hazards, deny them dousing the flames in the central river or force them over the falls. Made a first greybox prototype in Editor. Got to rig it up as a level. #ScrenshotSaturday #GameDev #IndieDev
Various pictures of forest fires with rivers, a sketch of a simple level in the center
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Attunement @attunegame.com · 06/12/2024
The revised map layout with the bot patrol network. Bots use this system when searching for a player. The system supports directional connections and nav hints. "this path is 1 way, the other way requires a jump ability" The green tubes are entity moving air currents. #GameDev #IndieDev
A high overview shot of Bayou map with many pink circles connected to each other representing the navigational network
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Attunement @attunegame.com · 04/12/2024
Ability: Mudslide A wide close range attack. Great for bullying opponents into hazards. It critically strikes airborne foes knocking them downward. It has rituals that make it wider, taller or attack in all directions! #gamedev #indiegamedev
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Attunement @attunegame.com · 04/12/2024
Animating mistake (not really a bug): I accidentally reversed some keyframes. Naturally I saved a gif to put a goofy caption on before fixing it. I thought about giving enemies gloat animations but that's scope creep which I have quite enough of. #gamedev #animation
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Attunement @attunegame.com · 04/12/2024
Important part of movement is not getting caught on little ledges. Part 1 of that is a system I use that I call 'autoclimb'. If your input direction shins raycast hits but your chest doesn't, it is likely to engage autoclimb. Part 2 is a downcast cylinder body. I'll cover that later! #gamedev
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Attunement @attunegame.com · 04/12/2024
Fun bug time: One of the rigs was misconfigured, triggering its death animation in place of its landing animation. Melodramatic much? #gamedev #gamebugs
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Attunement @attunegame.com · 04/12/2024
Another one of those tricky animations. This is strafing, which gets blended with backpedaling or forward movement. #gamedev #animation
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Attunement @attunegame.com · 04/12/2024
How do you make a character Dash when they have no legs or hands? When they float? Some characters prove trickier to make animations for. Solution: Swimming motion. The head tilt forward then lifting upward. I have the shoulder spikes lag a bit behind the primary motions. #gamedev #animation
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Attunement @attunegame.com · 04/12/2024
Crimson Tower is one of the highly polished maps. It doesn't have the best gameplay but that doesn't mean I won't find a use for it. #gamedev #leveldesign
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Attunement @attunegame.com · 03/12/2024
Attunement has a number of elementals that serve as antagonists in levels. I do a bit of custom animation for ones the assets lack. Here is a Channel attack animation. The 'focal point' is the ground in front of this spiky rockboy, so beam attacks will start or spawn there. #gamedev #animation
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Attunement @attunegame.com · 03/12/2024
Attunement also has the non-evil balloons. They have a cool Floatation script on them. You can even land on them or knock them around. They're pretty fragile though. I still love these balloons Alice.
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Attunement @attunegame.com · 03/12/2024
Lore wise, Blackwater Bayou is **not** a poison swamp... but mechanically it is not-not a poison swamp. There is no lasting DOT effect, but the muck applies a hefty slow making you an easy target for projectile attacks. Sidenote: Summing damage numbers are great. #gamedev
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Attunement @attunegame.com · 03/12/2024
Here is Blackwater Bayou, a night time swamp level. The muck slows you and damages you. The blue motes recharge your abilities faster. It has a darker earthy color palette. which is a good contrast to the brighter Cliffside and Volcanic Island. #gamedev
A dark green and brown bayou swamp with several wooden platforms and mud mounds.
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Attunement @attunegame.com · 03/12/2024
The miasma balloon, a type of 'monster jar' that spawns enemies when destroyed. They show up in Break the Targets objectives. Balloon was made by the talented @bottino.games! #gamedev
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Attunement @attunegame.com · 03/12/2024
The results of tinkering around with flipbook particle effects. Absolutely an effect style I'd like to use more. Started with SrRubfish's asset store. This effect eventually became the miasma/malevolent visual indicator I put on objects that spawn enemies. #gamedev
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Attunement @attunegame.com · 02/12/2024
Rush & Flurry is one of Attunement's Primary abilities. A primary is a pair of mobility + attack abilities. Rush lets you move FAST, but unlike other primaries it isn't a jump. Unless you aim it at a wall for a parkour wall-jump. Forgive this old gif's over-optimized low framerate 😅 #gamedev
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Attunement @attunegame.com · 02/12/2024
Introducing Friendbot, a helpful way to test gameplay and abilities in Attunement's development. Friendbot has fantastic healthcare (100% invulnerability and infinite health). Healthcare is a human right. #gamedev
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Attunement @attunegame.com · 02/12/2024
Attunement sometimes wears its inspirations on its sleeves. The wind curls are pure cozy environmental aesthetics. #gamedev #WindWaker
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Attunement @attunegame.com · 02/12/2024
One of the things I love as a developer is goofy bugs. Behold the NPC Spin Bug. This was a minor vector error about not zeroing out a value when a player was not in Line of Sight. #gamedev #gamebugs
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Attunement @attunegame.com · 02/12/2024
Volcanic Island is a beautiful beachfront stage. But be careful going swimming at high tide, as the waves will bludgeon you back to shore! These waves were made by my friend Steve. May he rest in peace. #gamedev
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Attunement @attunegame.com · 02/12/2024
Ironwright got a visual update. Use the shields as heavy projectiles. They'll block & break to reduce incoming heavy damage. Be careful, you're a bit slower & jump lower with them out. The 'break' effect started as a bug, its fun so it was kept! #gamedev
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Attunement @attunegame.com · 02/12/2024
Attunement is a high mobility elemental brawler. Heavily inspired by Avatar the Last Airbender and Super Smash Bros. It's a hobby project roguelike that began in Global Game Jam 2016 www.attunegame.com #gamedev
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