ChaosKid
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chaoskid1024.bsky.social
ChaosKid
@chaoskid1024.bsky.social
Hello, my name's Thomas. I do tracker music and games sometimes.

Other links:
Itch: https://chaos-kid.itch.io
Bandcamp: https://chaoskid1024.bandcamp.com
YouTube: https://www.youtube.com/@chaoskid1024
A timelapse of some game dev work I've been doing, plus a small preview of the game's soundtrack made with ReNoise.

#indiedev #gamedev #indiegame

www.youtube.com/watch?v=bI0k...
Timelapse of making an 80s cityscape background
YouTube video by ChaosKid
www.youtube.com
November 11, 2025 at 7:06 AM
Probably one of the more involved backgrounds I've done for this game. I have a timelapse of making it that I might post on YouTube later as well.
November 10, 2025 at 1:46 AM
Reposted by ChaosKid
October 24, 2025 at 9:15 PM
I recently played one of my old games again where the whole point is you're trying not to die of the cold, but one of the levels straight up gives you a jet pack.

And yet it doesn't warm you at all??
October 23, 2025 at 6:43 PM
Did some animation and sound effects for this weird crystal thingy that takes you to new worlds. Still has a couple issues for now, but it's coming along nicely I think.
October 22, 2025 at 11:58 PM
If you have a SubViewport in Godot, apparently you can assign its render to a TextureRect.

So I crammed the world into one, and made this really trippy effect by overlaying them. Probably shouldn't use it in the final game. Looks really cool, though.
October 21, 2025 at 12:33 AM
Reposted by ChaosKid
We are very excited to announce:
HYPERBEAT releases October 22nd!
October 16, 2025 at 1:21 AM
Had time to spare between college assignments, so I could get a little work done today. Got halfway through drawing an outline for the new world map, and spent a couple hours making this movement guide to aid me in level design. Although far from perfect, it works well for now.

#indiedev, #gamedev
October 16, 2025 at 2:31 AM
Alright, so I've been absolutely hammered with assignments, exams, and projects this month. Made the mistake of trying to take an advanced, condensed class "on the side."

I don't know when I'll have some free time again. But I promise I WILL be back at some point before the year's end.
October 13, 2025 at 8:46 PM
Work on Dreamscape is probably going to slow down a little bit. Have a condensed college class I need to spend some time getting ahead on. It's been a kind of chaotic week...
September 21, 2025 at 10:42 PM
Was curious what would happen if I made the 3D update process rely on RNG...
September 11, 2025 at 7:07 PM
Pseudo-3D trees.

Struggled a ton with figuring out a background for this zone, and although this is totally nonsensical, it looks cool and was way easier to do in this perspective.
September 11, 2025 at 6:09 PM
Some procedural flowers and grass. I think it adds a dynamic touch to this zone which has been missing, and it's a simple raycast-based scan so it's very easy to deploy.

Also, yes, there's no background. I wasn't particularly fond of the old one, so I want to try something simpler.
September 9, 2025 at 2:13 AM
The demo should hopefully be out by October 25th. Full game is still a long ways away, but progress on Dreamscape is steady.

My priority for September, now that UI and save data's been done, is going to be aesthetics.

#gamedev #indiedev
September 4, 2025 at 3:39 AM
Super rough 3D experiment I quickly made last night. Not entirely sure how I feel about the effect, but it could be neat as long as I'm subtle about it.
August 25, 2025 at 8:06 PM
I know I don't have much of a following here on Bluesky, but I wanted to share this anyway. I've pledged what little I can already. It's not much, but it's something at least.
Flightless Fables is 50% funded, but there's only a few days left in the campaign!

Let's see what's possible with just a few days of crowdfunding 👀

#indiegame #videogames #gamedev #Steam #itchio
August 25, 2025 at 7:22 PM
Finally breaking ground on a pause menu and map system. Might have a short demo ready before October.

I find that UI is kind of like a bathroom. It's not what brings people in, nor is it particularly exciting to work on, but I want it to be as clean as possible anyway.
August 24, 2025 at 7:37 PM
May not look super impressive right now since it's just UI and has no sound yet, but this was a hassle to make! Especially the input remapping. Plus, I had to make my own button object since Godot's was being a little finicky.

Still some work to be done, but it's coming along well.
August 12, 2025 at 4:30 AM
Well that's not supposed to happen...
August 5, 2025 at 10:19 PM
Main phases of this fight are coming along neatly. Now I just need to implement some way of dealing damage so you can actually progress the fight.

And... deal with those awkward blue boxes...

#gamedev, #indiedev
August 4, 2025 at 11:36 PM
Recently started work on another boss fight. Lots of janky test art, but the mechanics are coming along neatly. Got this bouncing attack for phase transitions done this morning. Gonna get some lunch, and then get back to work on the main phases.

#gamedev, #indiedev
August 3, 2025 at 8:56 PM
Those blue boxes are supposed to tell the camera where to move to, room to room. I had to change the base resolution of the game to fit the gameplay better, so the size of a "room" has changed as a result. Meaning the entirety of all these old levels are broken. Guess there's no going back now!
August 1, 2025 at 10:16 PM
Pixel perfect vines, using individual segments of Sprite2Ds. Works surprisingly well despite its messy implementation.

#gamedev, #godot
July 14, 2025 at 9:50 PM
Quick progress update on Dreamscape:

Most of the main mechanics are done, and a lot of artwork is finished as well, but sound and music are critically lacking and there are significant portions of the game itself that I've yet to do. Like boss fights.

Overall, probably about 30% of the way there.
July 11, 2025 at 2:25 AM
Decided to test exporting in advance, and I am quite pleased to find that nothing has broken on either Windows or Linux. Very nice!

Though, running around the world I've created makes me realize that, man, this game's a lot bigger than I thought it'd be initially.
June 28, 2025 at 2:15 AM