GunTurtle
gunturtle.bsky.social
GunTurtle
@gunturtle.bsky.social
150 followers 220 following 130 posts
Animator/Gamedev. Actually a 'CannonTortoise' if you wanna get technical.
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It's kinda funny how much different the material feels as a feature film. I guess the action scenes were all pretty close together in the manga but the chapter structure made them feel more divided. This movie has a very clear line between "romance part" and "fighting part".
Chainsaw Man movie is great. I will always love maximalist battle shonen nonsense ❤️
wondering what the maximum number of unique debuffs can be applied to a player in Deadlock is. It's gotta be at least 15
I think I know what you're talking about but I am scared by the notion that there's more than one such language in the gamedev sphere.
Played the 500 Caliber Contractz demo. Weird game. There's barely anything resembling level design, just a big pile of concrete with some places to go. Pressing any 2 buttons is guaranteed to send you flying forward. Maybe the most pure expressive platformer I've played? I kinda respect it.
Tons of features for sharing functions between classes at compile time (type classes, generics, etc) but the only thing that works at runtime is single inheritance. No interfaces, no multiple inheritance! Big letdown.
Nim is a fun language until you need to do literally anything involving inheritance.
Reposted by GunTurtle
"Jujutsu Kaisen" Season 3 Trailer ("The Culling Game" Part 1 / January 2026).
And "Jujutsu Kaisen: Execution" movie is also coming this fall (compilation of Season 2 "Shibuya Incident" + first two episodes of Season 3).
www.youtube.com/watch?v=MePL...
Most surprising thing about Deadlock kit design compared to Overwatch is the absence of deployable shields. There's a couple wall abilities, but nothing semi-permeable for blocking enemy attacks or healing. I guess the item system can replicate similar dynamics, but I still miss Winston.
Deadlock's big character update is good. Feels like there's a good distribution of new player-friendly characters and more gimmicky ones like Doorman. I'm not a MOBA player so it's interesting to compare what abilities can do compared to hero shooters- I like how Victor's ultimate is a passive.
Playing Lorn's Lure. Frustrating. Levels avoid explicit obstacles like spikes in favor of making any fall greater than 20 feet instantly kill you. Many intended falls are around 18 feet, so a lot of this game involves repeatedly breaking your ankles until you have a sense of where the obstacles are.
I think the jungle needs more structure. The lack of strong high ground in most places means duels have too much racing around random pillars instead of racing for a positional advantage. Urn locations are on the edge of 'real map' and 'evil liminal space maze' and the fights there get weird.
Deadlock's map design is weird. Across the middle it's fine (lane phase, midboss, bridge power-ups) but the rest is confusing.
- Walker choke points cause spam-heavy fights.
- Rooftops are too high for normal shooter high ground, they're only useful for movement.
Kinda funny playing Yellow Taxi and seeing Atari announce a new Bubsy 3D that *doesn't* use tank controls. No ingenuity! No whimsy!
Played Yellow Taxi Go Vroom. Good! The movement is great- tank controls are unique, launching myself off of ramps is a lot of fun. Level design's kinda hit-or-miss, there's a lot of gimmicks that don't complement the fast-paced movement.
I was pretty lukewarm on it. Picked the dagger weapon and generally felt like it was too hard to reliably get within striking range, burrowing didn't feel responsive enough to use as a dodge. Funny seeing other people say "I must've picked the worst weapon!" about the other weapons.
I think (hope) Wuyang's abilities are going to appear more sci-fi adjacent in game. His concept art shows him using a gauntlet to control water, which seems pretty in line with Lifeweaver or Symmetra. The comic doesn't make this super clear, though.
Really don't like the game's PvE mechanics. Deadlock's an action game with fairly complex combat+movement, but fighting NPCs is purely this abstract game of managing health/time resources. I should be able to chuck a guy into a room of monsters and watch him get eaten.
Poking at Deadlock again. I'm able to pull my weight in matches now, but I'm still not convinced the moba elements contribute much to the game. Sliding into boxes is kinda fun.
Played Yellow Taxi Go Vroom. Good! The movement is great- tank controls are unique, launching myself off of ramps is a lot of fun. Level design's kinda hit-or-miss, there's a lot of gimmicks that don't complement the fast-paced movement.
Been loosely following the development of the "Jai" language. J Blow markets it as a "gamedev language" but the main selling points are "no garbage collection" and "run code during compilation" which don't seem remotely useful to me. His first game in the language is a block-pushing game.
Nim:
Most impressed with this one. Very powerful operator overloading- custom operators, 'get' and 'set' functions can be replaced with operations. vscode extension seems functional. Someone asked the guy who writes Nim if he'd set up a "Nim Foundation" and he started ranting about woke :/
D:
Basically C++ with optional garbage collection. Operator overloading is on par with C++. Hash tables are a real feature, not just a library. Would be tempted to write something in it but the vscode extension barely works.
Reading about obscure systems programming languages. Here are my thoughts:

Nelua:
Kinda looks like Go but with lua-inspired syntax. Static typing, minimal OOP features. A lot of language 'features' rely on writing C-style macros. Can't imagine why someone would use this over LuaJIT.
Kaizen's great. Some major quality-of-life improvements over Opus Magnum- not having to restart the simulation for every small change is a huge deal, editing instructions generally feels smoother. Game's atmosphere feels a little twee compared to Opus, though I haven't gotten too far.
Picked up Hyper Demon. Neat. Combat feels good, very structured- There's enemy variety! There's space control! Movement feels bad. It's hard to tell when I'm on the ground, all movement abilities are mapped to the jump key and have very subtle audio/visual cues. A lot of aimlessly mashing space.