mantis
banner
imakecoolstuff.bsky.social
mantis
@imakecoolstuff.bsky.social
I make cool stuff | he/him

Developer of Roarr! The Adventures of Rampage Rex. Trying to atone for my gamedev sins.
Found this little gem on discord.
January 23, 2026 at 5:44 PM
I have only one windows machine left at home and I'm going to convert it to purely linux machine whenever I'll have a free weekend. Fuck windows, fuck ms, I'm so done with this bullshit.
January 13, 2026 at 10:49 AM
I have decided to make a hot sauce out of my very first home grown carolina reaper.
January 8, 2026 at 5:53 PM
Seems like the camera system is doing the camera system things like I wanted it to. Good. Belt scrolling unlocked.
January 5, 2026 at 9:04 PM
After taking my xmas rest and returning to Godot I was staring at this line and couldn't figure out why the engine was shouting at me. After some time I realized that I goofed with the variables in function definition.

Guess 30+ years of C-based programming is a hard habit to shake.
January 3, 2026 at 5:03 AM
Ok, the festive resting period finished, time to return to making the game. Next items on the menu: general level progression.
January 1, 2026 at 2:02 PM
Drillers got second attack, a spike from below. They are now straight up bullies :D
December 18, 2025 at 10:53 AM
To create full variety of enemies for a beat'em'up, I'll need certain amount of attacks:

IN
-regular
-jump
-charge

TO BE DONE
-spawned entity (damage/DOT/CC)
-shot
-weapon/item throw
-grenade
-shield/defend
-extending hitbox
-active multihit
-grapple/stun
-throw

Time for the spawned entity type.
December 18, 2025 at 8:45 AM
Reposted by mantis
Star Spark is a roguelite, tactical turn-based fighting game in which you battle your way through a survival tournament.

👊 You can punch the wishlist button here:
💥 store.steampowered.com/app/3639950

#WishlistWednesday #StarSpark #IndieGames #GameDev
December 17, 2025 at 11:33 PM
This has vibes of the old GB/SNES Dragonball Z RPGs. I love it!
December 18, 2025 at 8:13 AM
The solution? Have players' box separated into multiple colliders, and make sure that each attack can hit particular opponent only once.

As far as multiple hit attacks go, I'll have the flag reset over course of the animation.
December 17, 2025 at 12:55 PM
Charge attack gave me a unique problem. As opposed to any regular attacks in the beat em up, which come in from the side, this one can hit you from any point on screen, including above.

That meant that I could have hitbox collide with hurtbox outside of Z-check. Another 2D beat em up quirk.
December 17, 2025 at 12:53 PM
Sketched a quick temp art for the second enemy to test out new attack types. First one is in: charge.
December 17, 2025 at 12:49 PM
Sometimes you spend couple days refactoring and you end up with code that isn't exactly yet at the point it was before refactor

I now have a bug with Octis sliding when entering idle state that wasn't there earlier, but the new architecture is way more customizable and less spaghettified. Good shit
December 15, 2025 at 6:39 AM
It's pierogosaurus time!
December 14, 2025 at 4:00 PM
Don't get me wrong, it's still fugly and I'm still refactoring it. But I got my leverage in and I can at the very least wrap my head around it.
December 12, 2025 at 10:51 PM
Ever had that moment when you want to add a feature, take a look at your month old code and you want to rewrite it from the start because nothing makes sense any more?

So I wrote it down as a UML to wrap my head around it and did a tiny bit of refactoring. Now looking at it pains my soul bit less.
December 12, 2025 at 10:01 PM
Reposted by mantis
I'm really bad at social media, but if you are reading this, please take a moment and consider joining for our 5th annual blind accessibility game jam starting in Feb! 5 years, over 100 accessible games made, help us do even better!

itch.io/jam/games-fo...

#GameDev #A11y
Games for Blind Gamers 5
A game jam from 2026-01-31 to 2026-03-15 hosted by Ericbomb & Patricia. Welcome, Blind and Sighted Game Developers! Welcome to the fifth annual Games for Blind Gamers jam! The goal of this jam is to…
itch.io
December 12, 2025 at 4:51 AM
I was thinking about growing my Rex through the game, having her start in alley, grow to a regular t-rex size and then become a huge kaiju, but that limits the reusability of assets between levels. As I'm intending to finish the game within 4 months, that is quite problematic.
December 11, 2025 at 8:39 AM
Still on the fence about it. Kaiju being REALLY tiny makes for some unique experience.

My main fear is only that it won't feel kaiju-y enough. Part of kaijus appeal for me is the huge scale terrain destruction, and I kinda would love some of that.
December 11, 2025 at 6:59 AM
Adding juggling to my tiny kaiju beat'em'up and it's SO MUCH FUN to test :D

#indiedev #gamedev #godot #beatemup #pixelart
December 10, 2025 at 1:20 PM
Things that you don't have to give a damn about in 3D: properly displaying particles in Y sorted environment is a relatively challenging thing

What I ended up doing is spawning a particle prefab at the same Y position as the enemies for sorting purpose, but its internal sprite node gets a Y offset
December 9, 2025 at 11:52 PM
Slowly adding steering behaviors for enemy scatter mode, to make them feel bit more alive and fun. Octis are REALLY active at this point in time, but I need to add switching between aggressive/scatter states before I tweak this behavior.
December 5, 2025 at 1:41 PM
Kaijus? Arkanoid? Sign me up!
Rraaawwrrr!

The final content update is live for Mega Kaiju Boom Ball, and includes one final Kaiju battle available as a bonus level!

Grab it NOW on @itch.io!

#screenshotsaturday #neshomebrew #nesdev #indiegamedev #gamedev #indiegames
December 4, 2025 at 3:58 PM
Reposted by mantis
Rraaawwrrr!

The final content update is live for Mega Kaiju Boom Ball, and includes one final Kaiju battle available as a bonus level!

Grab it NOW on @itch.io!

#screenshotsaturday #neshomebrew #nesdev #indiegamedev #gamedev #indiegames
December 4, 2025 at 12:19 PM