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Plan K

@plan-k-dev.bsky.social
24 followers 46 following 122 posts

barely graphics, lots of fun. Sirius Plank. You can call me Sye. somewhat of a solo game dev, but that's just my plan k. itch.io : plan-k-dev.itch.io

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Plan K @plan-k-dev.bsky.social · 27/08/2026
back to Beeko, I don't even know if I have time for it this year. But one thing's for certain: I WILL finish it. This will be my first truly finished game, I'll tell you that much. #gamedev #indiedev
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Plan K @plan-k-dev.bsky.social · 27/08/2026
Well, there I am again! The few weeks of break from the project turned into three months, would you look at that! 😂 Unfortunately the break most likely isn't over just yet, as these other projects and tasks (not game dev related) aren't finished. Honestly I don't know for certain when I'm going (1)
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Plan K @plan-k-dev.bsky.social · 12/05/2026
looks grassy
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Plan K @plan-k-dev.bsky.social · 11/05/2026
Hey, I'm probably going to take a break from my game the next few weeks. I don't give up though! Just need to do some other life-tasks and more (re-)conceptions, that's all. See you soon 👋 #gamedev #indiedev
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Plan K @plan-k-dev.bsky.social · 10/05/2026
"Project Daedalus". As an ancient Rome/Greek enthusiast I see what you did there 🪽
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Plan K @plan-k-dev.bsky.social · 10/05/2026
Yesterday was #screenshotsaturday and I forgor #gamedev #indiedev #solodev #madewithgodot #godot #2dplatformer
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Plan K @plan-k-dev.bsky.social · 07/05/2026
I'm struggling quite a bit with the art direction of the game. The player either needs to take up less space on the canvas or the tiles need to be bigger. I'm also not sure about the perspective of the background. Sometimes I hate that I'm not an art person 😭 #gamedev #indiedev #2dplatformer
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Plan K @plan-k-dev.bsky.social · 07/05/2026
what an interesting artstyle
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Plan K @plan-k-dev.bsky.social · 06/05/2026
Oh boy. I made a LOT of improvements to the basic player movement: higher gravity when falling (but also capped at a max velocity), jump buffer (only after double jump is used of course) and most importantly acceleration and deceleration, which includes separate walk/run states! #gamedev #indiedev
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Plan K @plan-k-dev.bsky.social · 06/05/2026
you're the boss, boss.
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Plan K @plan-k-dev.bsky.social · 05/05/2026
I love how goofy they are xd
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Plan K @plan-k-dev.bsky.social · 05/05/2026
This looks like the thing from the Unity AI teaser except it's actual human art
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Plan K @plan-k-dev.bsky.social · 05/05/2026
This just shows how bad some devs are at optimizing or how wasteful they're being with assets/resources. No, a trash can doesn't need an 8k texture, enormous poly count, extremely detailed collision shape or needlessly complex interaction behaviour for birds occasionally sitting on it.
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Plan K @plan-k-dev.bsky.social · 05/05/2026
I've always wanted to do this!! Turning your school into a horror game is just hilarious. Either that or some sort of fighting game.
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Plan K @plan-k-dev.bsky.social · 05/05/2026
The art style looks so juicy hmmmmm
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Plan K @plan-k-dev.bsky.social · 05/05/2026
added some amount of hitstop and made a dedicated sprite for being hit. I'm considering whether I'll add knockback or just leave it as is. 🤔 #gamedev #indiedev #godot #solodev #2dplatformer
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Plan K @plan-k-dev.bsky.social · 05/05/2026
derpy damaged sprite 0_0 #gamedev #indiedev #pixelart
front view of a black duckling in a cracked eggshell with blown up wings. The "I just got hit" look.
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Plan K @plan-k-dev.bsky.social · 05/05/2026
That atmosphere is huge 🥲
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Plan K @plan-k-dev.bsky.social · 05/05/2026
This already looks pretty polished!
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Plan K @plan-k-dev.bsky.social · 04/05/2026
joined the playtest 🐹
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Plan K @plan-k-dev.bsky.social · 04/05/2026
hopefully
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Plan K @plan-k-dev.bsky.social · 04/05/2026
Now that's my sense of humor
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Plan K @plan-k-dev.bsky.social · 04/05/2026
ngl firstly I read this as the -Steam Deck- Builder Fest
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Plan K @plan-k-dev.bsky.social · 04/05/2026
How does one make game Dev friends? 🥲
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Plan K @plan-k-dev.bsky.social · 04/05/2026
well, there goes the environment, affordable RAM, jobs and human artistry... 🫠
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Plan K @plan-k-dev.bsky.social · 04/05/2026
I know a friend with whom this would be hilarious 😂
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Plan K @plan-k-dev.bsky.social · 04/05/2026
3. add entry logic in set_state 4. add perpetual logic in the state logic function 5. set animation in update animation function That's it! No creating new nodes and fiddling around with export variables!
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Plan K @plan-k-dev.bsky.social · 04/05/2026
To check for a state I use match statements (simpler than many if statements). The animation function checks each physics_process frame for the current state and sets the proper animation. To add e.g. a new ability: 1. add a new state to the enum 2. trigger transition in the right state /2
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Plan K @plan-k-dev.bsky.social · 04/05/2026
To briefly explain what I mean by "flat state machine": Basically I use an enum for storing all the states and then a variable state of the type State. Then I have separate functions for setting a new state (and executing state enter logic), logic while a state is active and animations. /1
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Plan K @plan-k-dev.bsky.social · 04/05/2026
PHEW finally I forced myself to refactor the player script. It now has the same kind of (flat) state machine as the mole enemy! Everything's still in one giant script, but WAY more tidy and scalable. I love this approach! 🤩 #gamedev #indiedev #godot #solodev #2dplatformer
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Plan K @plan-k-dev.bsky.social · 04/05/2026
nice
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Plan K @plan-k-dev.bsky.social · 04/05/2026
I feel you
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Plan K @plan-k-dev.bsky.social · 03/05/2026
Future me here. I refactored it mostly. Though there's still no solution for them being out of bounds e.g. when the player falls into a pit 👀 #gamedev #indiedev #godot
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Plan K @plan-k-dev.bsky.social · 03/05/2026
yeah I get it. Personally I just make micro posts about what feature I worked on today. Screenshots/Gameplay footage only when there's something completely new.
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Plan K @plan-k-dev.bsky.social · 03/05/2026
those colors pop
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Plan K @plan-k-dev.bsky.social · 03/05/2026
Sounds familiar
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Plan K @plan-k-dev.bsky.social · 03/05/2026
1. having (creative) control over everything about the game 2. ... I don't have money to hire people 🫪
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Plan K @plan-k-dev.bsky.social · 03/05/2026
implemented floating score labels. Kinda dirty though, but eh, future me will take care of that 🥲 #gamedev #indiedev #godot
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Plan K @plan-k-dev.bsky.social · 03/05/2026
graphics parallax (animated) background "Midground" elements (e.g., flowers, grass, etc.) Foreground elements
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Plan K @plan-k-dev.bsky.social · 03/05/2026
obstacles Random collision obstacles (e.g., rocks) Obstacles that cause damage (e.g., spikes) Timing-based obstacles (e.g., a rotating spiked roller as ground) Boss fights "Stompers" or elements that try to trap the player Locks (e.g., doors) and keys (e.g., keys lol)
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Plan K @plan-k-dev.bsky.social · 03/05/2026
items Pickups distributed along the path (air(?), ground, platforms) Blocks/crates, etc., holding items Power-ups (e.g., invincibility, shield) Extra lives "Unique" collectibles (e.g. dragon coins in SMW) (make it keep track)
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Plan K @plan-k-dev.bsky.social · 03/05/2026
Enemies Enemies walking on the ground Enemies flying in the air Enemies coming from below (e.g., from the ground/water) Jumping enemies Enemies that shoot/throw projectiles
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Plan K @plan-k-dev.bsky.social · 03/05/2026
beneficial/neutral elements (2/2) Buttons/switches/pressure plates that trigger something (e.g., opening/moving something) Movable blocks (combinable with pressure plates) A path that gradually forms (e.g., platforms that appear)
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Plan K @plan-k-dev.bsky.social · 03/05/2026
beneficial/neutral elements (1/2) "Trampoline" elements (allows the player to jump significantly higher) Checkpoints "Tunnels" or elements that define a path (briefly uncontrollable) Breakable walls for creating new paths or for secrets Level enders (e.g., flagpole, sign, story/theme element)
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Plan K @plan-k-dev.bsky.social · 03/05/2026
Ground/Platforms (2/2) Falling platforms Swinging platforms (movement on both axes) Moving ground (especially vertical) Platforms that partially disappear into the walls (the area periodically shrinks/larges) Ground that causes damage/instant kills (e.g., lava) Swimable water
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Plan K @plan-k-dev.bsky.social · 03/05/2026
Ground/Platforms (1/2) "Curved ground" (for momentum variation) Platforms (one-way) with a background tile connection to the ground (not just randomly floating) Moving platforms (horizontal/vertical, also mixable, e.g., platforms that lead upwards but sway sideways) "Landslide" or falling ground
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Plan K @plan-k-dev.bsky.social · 03/05/2026
Design Principals (2/2) Secrets, i.e. hidden items (e.g., behind or in background elements) Moving openings to Passages (e.g., blocks/floors/platforms that periodically slide in front of a path) Foreground elements that obstruct the view
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Plan K @plan-k-dev.bsky.social · 03/05/2026
... Here's a list of some things I noticed in Sonic 1 and SMW: Design Principals (1/2) Variation in ground height ("steps" up or down that must be jumped over) Fork in the path (up/down) ! Lots of verticality, paths far below (or above?) the previous ground level
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Plan K @plan-k-dev.bsky.social · 03/05/2026
for anyone who wants to make a 2D platformer but struggling with actual level elements / tile types / obstacles: I discovered it helps A LOT just to study some platformers you want to get inspiration from and look out for those basic elements which make up a level... #gamedev #indiedev #2dplatformer
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Plan K @plan-k-dev.bsky.social · 03/05/2026
agree 🫡
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