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Sim Kaart

@simkaart.co
1.1K followers 124 following 529 posts

Graphic designer working on games. Now making Castle Away! store.steampowered.com/app/4362480/…

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Sim Kaart @simkaart.co · 30/09/2026
Our one-eyed, flying fish now offers french fries when you begin a new run. #roguelike #handdrawn #godotengine
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Sim Kaart @simkaart.co · 17/09/2026
We’re in Japan to meet new people and showcase the game! Come by if you’re visiting Tokyo Game Show! We’re in the indie hall. Off course. #gamedev #godotengine #indiegame
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Sim Kaart @simkaart.co · 14/09/2026
That’s not how I hold a map
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Sim Kaart @simkaart.co · 24/08/2026
Demo out for CASTLE AWAY! In which you build and command your own flying fortress to battle monsters and slay demons. 🏰 Castle Builder ⛳️ Run-based, quick to pick up! 🧠 Strategic Auto-battler 🖐️ Hand-drawn, hand-made in Godot #roguelite #autobattler #godotengine #gamedev
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Sim Kaart @simkaart.co · 21/08/2026
first test with variations for the player portrait are making it painfully obvious that she also needs a few sets of clothing to really drive the point home #gamedev #godot #indiegame
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Sim Kaart @simkaart.co · 20/08/2026
i don't much care for cosmetics in games, but since we're working on async multiplayer, it'd be good to have some different portraits flying around, to invoke battling (a ghost of) someone else. so...i'm sketching out a 'styling' feature :P #gamedev #indiegame
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Sim Kaart @simkaart.co · 17/08/2026
making a temp wordmark for chinese localisation while i'm waiting on a friend to design the real deal. this somehow makes it look so legit lol. #graphicdesign #logotype #gamedev
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Sim Kaart @simkaart.co · 27/07/2026
Screenies of some new stuff I’ve been working on for Castle Away! We’re prepping the demo build right now. It’ll be live next month. #gamedev #indiegame #godotengine
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Sim Kaart @simkaart.co · 25/07/2026
People are trying out our game at an indie booth in China! :D
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Sim Kaart @simkaart.co · 16/07/2026
when making an isometric game in 2d, i'm noticing you need shapes on the 'floor' that emphasise the perspective, to ground the assets onto the world. #indiedev #godotengine #handdrawn
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Sim Kaart @simkaart.co · 06/07/2026
I keep messing up size and scale if I don’t reference similar assets. So I often end up throwing them all into a scene, and then start drawing on top of a screenshot 🤷🏼 #gamedev #godotengine
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Sim Kaart @simkaart.co · 06/07/2026
Me to my daughter on the weekend: I swear I’m also drawing cats. Can you pass me the pink?
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Sim Kaart @simkaart.co · 29/06/2026
drawing assets for a new region. just added these geyser-likes #gamedev #godotengine #handdrawn
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Sim Kaart @simkaart.co · 25/06/2026
sketching out a new world. neck-deep in the mess of creation! #gamedev #indiegame #godotengine
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Sim Kaart @simkaart.co · 18/06/2026
in context
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Sim Kaart @simkaart.co · 18/06/2026
making tiny isles of assets again ^_^ #gamedev #godot #indiegame
a small, colorful, hand-drawn, pseudo-isometric settlement with purple rooftops atop a rock formation, surrounded by a grassy plane
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Sim Kaart @simkaart.co · 16/06/2026
making content = venturing into the unknown, again. i just started sketching a new castle type. a lot of general game design and art style questions are getting answered along the way. #gamedev
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Sim Kaart @simkaart.co · 10/06/2026
2. a shader on a subviewportcontainer, with a subviewport that renders the game (great performance, because the shader only does its work on the 'image' in the subviewport). problem: fonts also render here, diminishing their scalable quality, which was a no-go for me.
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Sim Kaart @simkaart.co · 10/06/2026
I had tried two shortcuts (which I desperately hoped would work): 1. a shader on a colorrect in a canvaslayer on top of the game (perfomance drain, because there are so many objects in the game)
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Sim Kaart @simkaart.co · 10/06/2026
I recolored 2000+ sprites because I wanted to get rid of an optical, grey-ish layer on top the game that had been there since the beginning of development. #gamedev #indiegame #godotengine
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Sim Kaart @simkaart.co · 27/05/2026
We finally pulled the trigger and made our tooltips smarter. I couldn't stand watching players hover upgrades on and off to spot the differences any longer. #gamedev #godotengine #ui
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Sim Kaart @simkaart.co · 19/05/2026
giving our shaman interface some love. players can now choose a spell to enchant their buildings, but it is tied to a random curse that influences all combat. #indiegame #godot
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Sim Kaart @simkaart.co · 18/05/2026
the art, the artist :P #gamedev
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Sim Kaart @simkaart.co · 06/05/2026
making zelda-style area title animations. not mega intuitive using control nodes with anchoring and responsive sizing, but certainly doable! #godotengine #gamedev
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Sim Kaart @simkaart.co · 30/04/2026
introducing 'the shed' #gamedev #indiegame #godotengine
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Sim Kaart @simkaart.co · 08/04/2026
low effort water effect :D #gamedev #handdrawn #godot
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Sim Kaart @simkaart.co · 01/04/2026
working on our workshop interface. adding images to the list for easier exploration. and a lot of small animations to give feedback on whats happening. #godotengine #gamedev #crafting
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Sim Kaart @simkaart.co · 27/03/2026
love making little islands of assets #godot #gamedev #indiegame
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Sim Kaart @simkaart.co · 24/03/2026
beat the final boss! i wrote a todo that it was too hard cause it took me 3 times. but now i kinda like that it was hard hahah #indiedev #godotengine #handdrawn #roguelite #autobattler
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Sim Kaart @simkaart.co · 24/03/2026
working on some laser eyes. also put the impact zone on the head of the snake, which seems fun, but also makes the snake attack less readable :/ #gamedev #godot #indiegame
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Sim Kaart @simkaart.co · 20/03/2026
designing more demon bosses for castle away! #gamedev #indiegame #godot
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Sim Kaart @simkaart.co · 17/03/2026
first version of our underworld, where the archdemon resides #gamedev #indiegame #godot
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Sim Kaart @simkaart.co · 17/03/2026
iteration
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Sim Kaart @simkaart.co · 16/03/2026
working on making the urgency of 'encounter picking' more obvious. changed a 'meter' with increments to 'charges', which makes it easier to communicatie that an action costs a charge. #gamedev #godot #indiegame
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Sim Kaart @simkaart.co · 13/03/2026
Boss kill rewards castle extension. Seeing this now, the icon should actually reflect the castle type (more woody). Work work work. #indiedev #godot #handdrawn
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Sim Kaart @simkaart.co · 13/03/2026
love how the mascotte also knows this and hides behind a piece of paper. "hihi, sorry!"
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Sim Kaart @simkaart.co · 12/03/2026
Announcing CASTLE AWAY! In which you build and command a flying fortress to slay the demons invading your world! A quick-to-pick-up, run-based strategy game focused on crafting combat synergies on your little castle grid. Let me know what you think! #indiegame #gamedev #roguelite
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Sim Kaart @simkaart.co · 12/03/2026
I’m announcing a new project later today. And as this early playtester so eloquently put it on reddit: it’s aight so far 😅 #indiegame #gamedev #godot
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Sim Kaart @simkaart.co · 11/03/2026
working on interactions for upgrading structures on your castle grid. added feedback for: these are all valid tiles, this tile is valid, this tile is invalid, you cancelled placement, you successfully placed. #gamedev #godot #indiegame
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Sim Kaart @simkaart.co · 06/03/2026
added the victory screen after seven months of development :P there were so many things players would bump into, that this hadn't been a priority. but now that players are actually finishing the game with the best possible ending, we needed a way to tell them :) #gamedev #godot #roguelite
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Sim Kaart @simkaart.co · 05/03/2026
lol @ all the size flags to get this to work. but it works! i don't think godot let's me fill out grid columns horizontally though, since this is a set number in the inspector? #godotengine #indiegame #gamedev
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Sim Kaart @simkaart.co · 24/02/2026
Working on something and it involves making fortresses like this one #gamedev #indiegame #godot
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Sim Kaart @simkaart.co · 02/12/2025
I once again find myself in tooltip heaven #gamedev #godot
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Sim Kaart @simkaart.co · 15/10/2025
Rift Riff now has a bunch of new levels to play! After releasing the game in May, we still had so many ideas floating around. I’m really glad we took the last four months to bring those to life. It now really feels like a complete Rift Riff. Please enjoy! #gamdev #godot #pixelart
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Sim Kaart @simkaart.co · 15/10/2025
We just released Rift Riff on Google Play and App Store, and I'm mega proud of the work the team did to get this running smoothly in #godot. The way the game has quick rounds, and how its interaction style is built, may (dare I say) even make it a better fit for phones than for desktop #mobilegaming
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Sim Kaart @simkaart.co · 15/10/2025
New things for Rift Riff! TODAY :D #indiegame #godot #pixelart
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Sim Kaart @simkaart.co · 10/10/2025
Shooting vertical footage because we’re releasing on vertical next week 🤓 #godot #pixelart #gamedev
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Sim Kaart @simkaart.co · 15/09/2025
I want to then reference the shape in the building scenario, and show the headset in the combat scenario. I want the two to feel as one, making the player feel more for the ship/buildings, as it relates to the protagonist inside/controlling it. Does that make any sense? Or is it farfetched?
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Sim Kaart @simkaart.co · 15/09/2025
Then after putting it on, they become the mech/gain control over a ship...
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Sim Kaart @simkaart.co · 15/09/2025
I was thinking the protagonist could run into this towering statue, and find a mask/crown/headset...
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