Plan K @plan-k-dev.bsky.social · 27/08/2026back 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 071
Plan K @plan-k-dev.bsky.social · 27/08/2026Well, 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) 120
Plan K @plan-k-dev.bsky.social · 11/05/2026Hey, 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 062
Plan K @plan-k-dev.bsky.social · 10/05/2026"Project Daedalus". As an ancient Rome/Greek enthusiast I see what you did there 🪽 010
Plan K @plan-k-dev.bsky.social · 10/05/2026Yesterday was #screenshotsaturday and I forgor #gamedev #indiedev #solodev #madewithgodot #godot #2dplatformer 0154
Plan K @plan-k-dev.bsky.social · 07/05/2026I'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 0101
Plan K @plan-k-dev.bsky.social · 06/05/2026Oh 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 0112
Plan K @plan-k-dev.bsky.social · 05/05/2026This looks like the thing from the Unity AI teaser except it's actual human art 010
Plan K @plan-k-dev.bsky.social · 05/05/2026This 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. 000
Plan K @plan-k-dev.bsky.social · 05/05/2026I've always wanted to do this!! Turning your school into a horror game is just hilarious. Either that or some sort of fighting game. 120
Plan K @plan-k-dev.bsky.social · 05/05/2026added 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 073
Plan K @plan-k-dev.bsky.social · 05/05/2026derpy damaged sprite 0_0 #gamedev #indiedev #pixelart 0102
Plan K @plan-k-dev.bsky.social · 04/05/2026ngl firstly I read this as the -Steam Deck- Builder Fest 000
Plan K @plan-k-dev.bsky.social · 04/05/2026well, there goes the environment, affordable RAM, jobs and human artistry... 🫠 0210
Plan K @plan-k-dev.bsky.social · 04/05/20263. 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! 000
Plan K @plan-k-dev.bsky.social · 04/05/2026To 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 /2 100
Plan K @plan-k-dev.bsky.social · 04/05/2026To 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. /1 100
Plan K @plan-k-dev.bsky.social · 04/05/2026PHEW 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 192
Plan K @plan-k-dev.bsky.social · 03/05/2026Future 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 092
Plan K @plan-k-dev.bsky.social · 03/05/2026yeah 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. 010
Plan K @plan-k-dev.bsky.social · 03/05/20261. having (creative) control over everything about the game 2. ... I don't have money to hire people 110
Plan K @plan-k-dev.bsky.social · 03/05/2026implemented floating score labels. Kinda dirty though, but eh, future me will take care of that 🥲 #gamedev #indiedev #godot 073
Plan K @plan-k-dev.bsky.social · 03/05/2026graphics parallax (animated) background "Midground" elements (e.g., flowers, grass, etc.) Foreground elements 010
Plan K @plan-k-dev.bsky.social · 03/05/2026obstacles 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) 110
Plan K @plan-k-dev.bsky.social · 03/05/2026items 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) 100
Plan K @plan-k-dev.bsky.social · 03/05/2026Enemies 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 100
Plan K @plan-k-dev.bsky.social · 03/05/2026beneficial/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) 100
Plan K @plan-k-dev.bsky.social · 03/05/2026beneficial/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) 100
Plan K @plan-k-dev.bsky.social · 03/05/2026Ground/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 100
Plan K @plan-k-dev.bsky.social · 03/05/2026Ground/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 100
Plan K @plan-k-dev.bsky.social · 03/05/2026Design 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 100
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 100
Plan K @plan-k-dev.bsky.social · 03/05/2026for 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 173