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panikon.bsky.social

@panikon.bsky.social
31 followers 11 following 145 posts

Gamedev. Sometimes YouTuber. Working on a bullet heaven

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panikon.bsky.social @panikon.bsky.social · 12h
241 days making a bullet-heaven game for Steam. I'm researching logo design for my game TOWR, there's a lot to learn, for sure. #gamedev #godot #indiedev #pixelart
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panikon.bsky.social @panikon.bsky.social · 12/10/2026
240 days making a bullet-heaven game for Steam. I improved the algo for enemy navigation slightly, next is tackling the title screen #gamedev #godot #indiedev #pixelart
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panikon.bsky.social @panikon.bsky.social · 11/10/2026
Ah lamento oirlo, que tal te fue en el BCN Game Fest?
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panikon.bsky.social @panikon.bsky.social · 11/10/2026
Will do!
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panikon.bsky.social @panikon.bsky.social · 11/10/2026
239 days making a bullet-heaven game for Steam. I think I'll work on the juice this week, first in the to-do list is a better title screen. #gamedev #godot #indiedev #pixelart
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panikon.bsky.social @panikon.bsky.social · 11/10/2026
Coincido.Pero ¿qué clase de gatekeeping te has encontrado? Lo mío ha sido mayoritariamente ser autodidacta, así que no he llegado a ver mucho lo de las comunidades.
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panikon.bsky.social @panikon.bsky.social · 11/10/2026
Totally! So much so that many 2D games from other genres started using them for their backgrounds, like Mortal Kombat 3, or even for their main art and characters.
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panikon.bsky.social @panikon.bsky.social · 11/10/2026
Si te dicen que sueñes pequeño por el scope creep, no es gatekeeping, es consejo :') mírame a mí, 8 meses y todavía lejos de poder lanzar una Demo.
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panikon.bsky.social @panikon.bsky.social · 11/10/2026
Probably! Early 3D modelling software was a bit complicated to use, after all. And pixel artists were either just normal artists or digital artists, sometimes even the ones who made the concept art if it was a small team! Oh, and pre-rendered got pretty popular too around that time.
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panikon.bsky.social @panikon.bsky.social · 11/10/2026
No? I tried to explain that in the 3D era, pixel art quickly fell out of fashion and was rarely a choice and, if it was chosen, then it was due to limitations, not artistry. I just suck at explaining things in under 300 characters, hehe.
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panikon.bsky.social @panikon.bsky.social · 11/10/2026
Ah, no. I remember the 3D era as a battlefield where everyone was trying to balance being the prettiest game they could, whatever game they wanted to make, and doing so fast enough so that the(at the time) tech race didn't leave your game looking like Mortal Kombat 4 did at the time.
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panikon.bsky.social @panikon.bsky.social · 11/10/2026
Oh yeah, absolutely, I find that limitations tend to incite creativity.
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panikon.bsky.social @panikon.bsky.social · 11/10/2026
I feel like that's just nostalgia talking, but I feel like the same that happened with pixel art is happening now with "PS1 art" which I guess is good, since it means you stick to the nostalgia factor while having the processing power to make it look a lot better. I'm worried about the tendency tho.
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panikon.bsky.social @panikon.bsky.social · 10/10/2026
Hey, it's pretty cozy in here!
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panikon.bsky.social @panikon.bsky.social · 10/10/2026
Unrelated detail, but can you tweak the ratio between the length the character moves and the animation speed so that the distance travelled mimics the distance between her legs when she's running? I feel that would make it feel more snappy
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panikon.bsky.social @panikon.bsky.social · 10/10/2026
238 days making a bullet-heaven game for Steam. This past week has been really rough. Refactoring bad code you made months ago and forgot about should be classified as torture. #gamedev #godot #indiedev #pixelart
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panikon.bsky.social @panikon.bsky.social · 10/10/2026
Deserved, congrats!
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panikon.bsky.social @panikon.bsky.social · 10/10/2026
Oh yeah absolutely, hate the guy.
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panikon.bsky.social @panikon.bsky.social · 10/10/2026
An interesting take, even though I'm not sure what you mean by big-scale piracy. If you mean the data AI models are trained on, then I feel it's something closer to derivative works and copyright rather than piracy. It would still be a problem if models were trained on paid commissions and such.
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panikon.bsky.social @panikon.bsky.social · 10/10/2026
Well, piracy is illegal in many places, and as such, I publicly reject it, that is, publicly. On a personal note, I feel like genAI has done way more damage in a few years than piracy has done in decades; these two aren't on the same scale, in my opinion.
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panikon.bsky.social @panikon.bsky.social · 10/10/2026
My stance on that is that letting AI do 100% of a naturally creative process is using AI as a toy, not as a tool. AI toys don't sell well, look at Sora; and the whole concept of generating a video game already failed a decade ago with OUYA.
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panikon.bsky.social @panikon.bsky.social · 10/10/2026
I can't remember a time when indie dev wasn't in crisis. I think we can adapt the way we've done it for decades.
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panikon.bsky.social @panikon.bsky.social · 10/10/2026
If you think it's unavoidable, you can spend your time finding a way to benefit the most while hurting the least possible. Do you think AI usage in gamedev is unavoidable? If so, which usage would you condone?
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panikon.bsky.social @panikon.bsky.social · 10/10/2026
To battle this problem i attempt to make my gamedev journey as transparent as possible, do you think this is a potential solution?
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panikon.bsky.social @panikon.bsky.social · 10/10/2026
237 days making a bullet-heaven game for Steam. You thought I was going to miss a day, huh? You did, didn't you? #gamedev #godot #indiedev #pixelart
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panikon.bsky.social @panikon.bsky.social · 10/10/2026
Just look at what works in the present. AI is most successfully used as a coding companion and to make concept art, as well as assets that most people don't bat an eye at. If genAI keeps having a bad rep with consumers, then genAI that's hidden from players will be the most profitable.
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panikon.bsky.social @panikon.bsky.social · 10/10/2026
AI development will look different, imo. It's gonna replace placeholder assets and template code, but human input will consistently remain the most important when it comes to concept, intent, and execution."Make Your Own Game" has failed over and over marketing-wise.
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panikon.bsky.social @panikon.bsky.social · 08/10/2026
Thank you for the support!
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panikon.bsky.social @panikon.bsky.social · 08/10/2026
236 days making a bullet-heaven game for Steam. I'm going by inertia at this point. Running on fumes. #gamedev #godot #indiedev #pixelart
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panikon.bsky.social @panikon.bsky.social · 08/10/2026
Thank you!
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panikon.bsky.social @panikon.bsky.social · 07/10/2026
235 days making a bullet-heaven game for Steam. Still refactoring enemy code, I also need to design a proper wave management system, as right now all it does is throw increasingly harder enemies at you. #gamedev #godot #indiedev #pixelart
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panikon.bsky.social @panikon.bsky.social · 06/10/2026
Yo! I'm trying to make my own survivor-like, any tips?
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panikon.bsky.social @panikon.bsky.social · 06/10/2026
Looks really cool!
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panikon.bsky.social @panikon.bsky.social · 06/10/2026
234 days making a bullet-heaven game for Steam. Not gonna see a lot of progress for a while. I'm refactoring older code so the game doesn't lag as much with hundreds of enemies on the screen. #gamedev #godot #indiedev #pixelart
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panikon.bsky.social @panikon.bsky.social · 06/10/2026
yooo we started almost at the same time!
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panikon.bsky.social @panikon.bsky.social · 06/10/2026
Do… do you see nothing wrong in that demo?
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panikon.bsky.social @panikon.bsky.social · 05/10/2026
Fellow Bullet Heaven dev hype! Game looks cool!
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panikon.bsky.social @panikon.bsky.social · 05/10/2026
A very clever way to solve it! Since my game is offline, I can afford to do heavy calculations like pathfinding in batches and use other tricks to fake smooth movement.
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panikon.bsky.social @panikon.bsky.social · 05/10/2026
My target hardware is at least the potato I'm using to develop my game lol, 8GB RAM, integrated Intel GPU. My biggest problem, though, is adding any complex behaviour to enemies when there are going to be hundreds of them on-screen. My current record is 40fps at 500 enemies, I need to do better lol.
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panikon.bsky.social @panikon.bsky.social · 05/10/2026
I mean, congrats! I've been having a similar issue on my isometric bullet heaven, and sadly, I don't think this solution is performant enough for me to use, so I'll probably just stick to actual 3D next time. Pretty inventive solution though, well done!
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panikon.bsky.social @panikon.bsky.social · 05/10/2026
In my experience, devs make terrible gamers. I recommend playtesting when you can and refining that baseline accordingly
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panikon.bsky.social @panikon.bsky.social · 05/10/2026
Thanks both for the feedback and the encouragement!
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panikon.bsky.social @panikon.bsky.social · 05/10/2026
Oh no hahahaha
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panikon.bsky.social @panikon.bsky.social · 05/10/2026
233 days making a bullet-heaven game for Steam. How do normal devs resist the urge to just ship the game as is and forget about it? #gamedev #godot #indiedev #pixelart
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panikon.bsky.social @panikon.bsky.social · 05/10/2026
Congrats!
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panikon.bsky.social @panikon.bsky.social · 04/10/2026
Surely! In the meantime, can I recommend flash prototyping and design?
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panikon.bsky.social @panikon.bsky.social · 04/10/2026
On the other hand, early access is supposed to be more advanced than Demo quality, so it's justified to expect more from it.
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panikon.bsky.social @panikon.bsky.social · 04/10/2026
Cliche is only bad when you're selling the idea of surprise/uniqueness. I think it looks cool!
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panikon.bsky.social @panikon.bsky.social · 04/10/2026
I get you. It's seen as predatory, but in the context that game prices are already so iffy I don't see anything wrong with it as long as it's done within reason, something like making your game 20% more expensive to offset the discounts, although im concerned for the perma 99%OFF i've seenout there
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panikon.bsky.social @panikon.bsky.social · 04/10/2026
That's my point exactly! Indie games sell more like a service and not as a product so forget about selling at cost as you would a car for example, very few games profit more than they cost be it for selling volume or price, and are undervalued as hell. So just charge whatever makes sense to you imo.
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