Joshua Ward @jdoubleu.dev · 03/08/2026Try out the game for free on Steam! store.steampowered.com/app/4519920/... 🧵5/5 020
Joshua Ward @jdoubleu.dev · 03/08/2026The last few changes were all subtle tweaks to existing textures like the floor tiles and pin gloves. These were the last remnants of before the art style shift last year. Even if the old textures sufficed, I believe the new ones give the game that extra level of polish to feel “complete.” 🧵4/5 140
Joshua Ward @jdoubleu.dev · 03/08/2026Another big addition was the dummy pin; it’s actually been in the game for a while now, just without its own unique texture. Its design is based on video game training dummies and ragdolls. I absolutely love how it turned out and really want a plushie of it on my desk! 🧵3/5 120
Joshua Ward @jdoubleu.dev · 03/08/2026First up is the Brawler boss fight. Up until now, most of the game’s animation was handled in-engine with keyframes or with simple sprite swaps. The Brawler definitely tested my animation skills with several fully-rendered frames, including my first attempt at smear frames. 🧵2/5 120
Joshua Ward @jdoubleu.dev · 03/08/2026Now that the Steam playtest for Unholy Roller is out, I can finally talk about what I’ve been working on this summer! There’s a lot I could say about every new feature and visual upgrade in this version, but I’ll just go over the highlights. 🧵1/5 #gamedev #indiedev #indiegame #art #animation 1143
Joshua Ward @jdoubleu.dev · 08/12/2025Instead of trying to inject personality into a functional layout, I found success by creating eye-catching visuals and gradually dialing it back to make it functional. Lifting the constraints I placed on myself gave me way more creative freedom than I originally had. (5/6) 110
Joshua Ward @jdoubleu.dev · 08/12/2025Trying to push myself further, I made a completely wacky layout that covered the entire screen with intense shapes and colors. After a few iterations, I was genuinely shocked how cool and fun it looked. This style later became the foundation for Unholy Roller’s branding and visual design. (4/6) 110
Joshua Ward @jdoubleu.dev · 08/12/2025About a month later, I went back to the drawing board and collected a bunch of new references, including 90s and 2000s cartoons. I made a layout I was happy with, but the design still wasn’t quite there. It was missing that energetic feeling I couldn’t seem to replicate. (3/6) 110
Joshua Ward @jdoubleu.dev · 08/12/2025The first pass began in mid-September and reflected my usual design style: clean, neat, and organized. But this style didn’t mesh well with the loud, chaotic nature of Unholy Roller. I really struggled to break out of my comfort zone, so I decided to take a break and put the task on hold. (2/6) 110
Joshua Ward @jdoubleu.dev · 08/12/2025As the fall semester comes to a close, I wanted to highlight one of the things I’m most proud of about Unholy Roller. Here's a behind-the-scenes look at designing our new menus and UI! (1/6) #gamedev #indiedev #indiegame 1163
Joshua Ward @jdoubleu.dev · 13/10/2025Once the Burner lights itself on fire, the pin’s body glows red hot and opens its jaws wide. I’m super happy with how the art and animation turned out, and you can see it for yourself in our most recent build! speakerbeak.itch.io/unholy-roller (4/4) 010
Joshua Ward @jdoubleu.dev · 13/10/2025I struggled with the design at first because, unlike a standard tenpin, candlepins have a band around their center instead of the top. This made the face placement look weird, so I experimented with a bandana covering the Burner’s eyes. That bandana eventually became a Cyclops-esque visor. (3/4) 110
Joshua Ward @jdoubleu.dev · 13/10/2025We wanted to reference a real-life candlepin that also used a fire attack, and after prototyping all three ideas we had, we decided on what I called the “martyr” option: the Burner lights itself on fire and runs around leaving a fire trail behind it. (2/4) 120