Sign in

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

PostsRepliesMedia
Attunement @attunegame.com · 11/04/2026
Lightning strikes. If they hit you, it makes you go obnoxiously fast for a short time. If they hit near you, beeeeg knockback.
010
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.
010
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'
180
Attunement @attunegame.com · 16/01/2025
This January marks nine years of Attunement being my hobby project. Go check out the pretty gifs! attunegame.com/2025/01/15/n... #GameDev #IndieGames #DevBlog
attunegame.com
Nine Years! – Attunement
071
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
050
Reposted by Attunement
Hunt for the Lost Folktales | 💫Demo on Steam! @thelostfolktale.bsky.social · 07/01/2025
🔥🪨🌊💨 Nice you’ve nailed the feel of martial arts bending elements! (Big fan of Avatar the Last Airbender & Legend of Korra)
111
Attunement @attunegame.com · 07/01/2025
This is always splendid to hear, even after 9 years. I wanted to make a game that played like Avatar's combat felt. Not overly lethal but every dodge felt like it made the difference. A dance of combat vying for advantage.
000
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
050
Attunement @attunegame.com · 07/01/2025
Some of this is the internet is vastly larger than it used to be, and searching it has gotten worse. Most search is now a ML lazymatch filled mess that returns optimized AI generated garbage sites.
010
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
170
Attunement @attunegame.com · 06/01/2025
I jokingly refer to this ability as a 'DDR Attack' The bosses that will use it can do so from great range, creating a constant need to dodge the tempest strikes. Abilities in Attunement are designed with thought for how they will encourage or discourage movement.
010
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
2111
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
3122
Attunement @attunegame.com · 05/01/2025
Enjoying some Big O?
010
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.
041
Attunement @attunegame.com · 02/01/2025
Ill make a gif of the prototype art I have in place. In Attunement void is mostly darker blues purples and grays. Void Zone (another ability) uses color inversion. It probably wants a distortion effect. The explosion makes little black dots with trails that fly towards the caster.
100
Attunement @attunegame.com · 02/01/2025
My favorite is Vacuum Blast. It fires several void orbs. They implode on contact and pull nearby targets towards the caster. Great with close range abilities because you can yoink your opponents toward you... or into hazards between you. The name needs work though.
100
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
2152
Attunement @attunegame.com · 02/01/2025
Flawless execution of bicycle wielding in my opinion. 🤣Thanks for sharing!
010
Attunement @attunegame.com · 02/01/2025
It looks too small scale to be particularly intentional. I think having like a Smash Bros style several frame action line framing the trajectory would make it clearer. I think it's also a question of how many times you'll do this. I could see it wearing out its welcome.
010
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
061
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.
041
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
070
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
0113
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.
091
Attunement @attunegame.com · 12/12/2024
Intense cooking, looks great Probably a dramatic lasanga tray removal? I jest. Free game idea: cooking game that is very "fighting game" coded in its animation. Dramatic cutscenes for common actions.
110
Attunement @attunegame.com · 12/12/2024
Always save an image, gif or video of a good bug. It brings joy later. Or helps you diagnose it when it recurs.
010
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.
1142
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.
170
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.
140
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.
130
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.
130
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.
150
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
1110
Attunement @attunegame.com · 06/12/2024
My goodness bsky is not happy with a gif I'm trying to upload from mobile. It's on 8 mb and I've uploaded larger ones. I'll try again tomorrow. It's a good bug 🐛
010
Attunement @attunegame.com · 06/12/2024
I love weapons with a floating piece in the middle. Gj! UV unwrapping is a skill Im still improving at.
110
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
060
Attunement @attunegame.com · 04/12/2024
Man, I loved Owlboy's artwork. So pretty. That game really delivered on such beauty.
010
Attunement @attunegame.com · 04/12/2024
BzzzZZZZZT! Magneton is great! Nice job
100
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
061
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
050
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
081
Attunement @attunegame.com · 04/12/2024
The trail is clever and nicely minimalistic. It gives me a cozy game vibe because it has cute proportions. Either that or in a horror game and it's very fragile.
010
Attunement @attunegame.com · 04/12/2024
Looks cool! A thought of feedback is the blood particles could be worth revising. The eye looks massive, creepy and higher fidelity and the particles just don't measure up to the same quality line.
110
Attunement @attunegame.com · 04/12/2024
Marvelous!
110
Attunement @attunegame.com · 04/12/2024
It is always a joy seeing the artifacts and process behind magic's artwork. It's a shame that so many of them don't get to be recurring characters and get more screen time. Excellently done, absolutely would not invite to dinner parties.
120
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
0101
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
191
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
171
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
050