Targa
studiotarga.bsky.social
Targa
@studiotarga.bsky.social
I do a little bit of everything, Pixel art, TCG alters, you name it! Recently absorbed into making my own RPG so follow for updates on that i guess!

Want to check out my game?
https://play.unity.com/en/games/a4564e13-4006-46f2-b1a3-b01943245eaa/aromia
It correctly applies to the player now! Since this is all faked shadows in 2D, unfortunately i can't figure out how to ''blend'' it into shadows made by 2Dshadowcasters, so i just made it fade out really quick if it loses sight of the light.
Otherwise i think it's looking great!
#gamedev #indiedev
February 16, 2026 at 3:13 AM
Hmmmm cooking with shadows, an object with up to 4 shadows that when your object gets close enough to a light source it will enable itself and stick to that light, and if you have multiple lights in range, it will give you a semi realistic split.
Now to get this working ingame...
#gamedev #indiedev
February 15, 2026 at 11:43 PM
Hmm glowy
February 15, 2026 at 9:02 PM
Dingdingding! Arena mechanics! The manager handling combat events can now spawn enemies straight into combat in waves. I hope you like spiders! Hopefully it will be real gladiators soon, but it could be anything!
#gamedev #indiedev
February 14, 2026 at 6:06 PM
It's the most beautiful thing i've ever seen. the alchemist is really starting to get some fun tools. Now imagine, you spent all your remaining movement to get out of the fire-tar mix. and the shield bearer just shoves you right back in.
#gamedev #indiedev
February 14, 2026 at 2:00 AM
What do 19 sprites gets me? Dynamic tar that slows down movement during combat, allowing the alchemist to be a real headache. I can't wait to have a proper attack animation for this and make the tar bubbly.
Next up, what if fire spreads to tar tiles?
#gamedev #indediev
February 14, 2026 at 1:37 AM
Work continues on the weapon mirror script. this is two overlapped sprite libraries, one library of 50 sprites for the weapon, which mirrors all the labels and categories of the hero library. It seems to be working perfectly now without any frame delay!
#gamedev #indiedev #pixelart
February 13, 2026 at 10:45 PM
Nice.
That's 9 plays just from a link burried in a comment???
Interested in playing my silly little ''Proof of concept'' You've been seeing me post about? Check it here!
play.unity.com/en/games/a45...

It's incredibly early on. So literally any feedback is appreciated.
#indiedev #gamedev #pixelart
February 13, 2026 at 6:00 PM
I have tutorials now! I could in theory make a public demo with all the ugly developer textures and just get feedback on the gameplay, would anyone be interested?
#gamedev #indiedev #pixelart
February 13, 2026 at 4:26 PM
Having fun with some fire assets, experimenting on weapon and hit effects, starting to look like a real game almost!
#gamedev #indiedev #pixelart
February 13, 2026 at 1:16 AM
Okay i think i figured out the lighting exactly how i wanted it, tweaking bloom is hard! Now i can finally go do something else. The floor tileset has been wanting attention for weeks.
#gamedev #indiedev #pixelart
February 12, 2026 at 5:40 PM
Actually, which one looks best?
February 11, 2026 at 11:39 PM
time for more art pass
3 light setup, 1 additive light on top that doesen't light anything, 1 invisible spotlight in the middle that only lights up the player, and 1 at the bottom that lights both the player and the floor
so that you don't see the cutoff at the middle.
#gamedev #indiedev #pixelart
February 11, 2026 at 11:17 PM
Revisiting the underpass scene, now working with some bloom!
#gamedev #indiedev #pixelart
February 11, 2026 at 1:07 AM
Working on adding blood puddles to downed enemies, along with small bleeding particle effects for low HP characters. The puddles also trigger you and other characters to leave footprints behind!
#gamedev #indiedev #pixelart
February 10, 2026 at 3:30 AM
Every good game needs dumpster diving. And now so does mine!
#gamedev #indiedev
February 9, 2026 at 7:06 PM
When your boss' kid finds a bunch of drug money hidden under a brick.

#gamedev
February 9, 2026 at 6:15 PM
Before and after implementing an animation reset (Check the comment for the after! I'm not sure why won't bluesky let me put two gifs side by side.) needless to say, weapons are coming along nicely, ignore the fact there's no sprite for them yet!
#gamedev #indiedev
February 7, 2026 at 1:32 AM
I couldn't resist, there's shotguns now too.
I know exactly what i'm going to use for my whole first playthrough.
#gamedev #indiedev
February 6, 2026 at 3:15 AM
I got projectiles working! Important PSA, friendly fire is on in this game! so careful where you cast fireball at...
also kinda proud of how good the tooltip looks
#indiedev #gamedev #pixelart
February 5, 2026 at 9:54 PM
IT LIVES IT LIVESSSSSSSS
Now with shitpost descriptions because i cant be assed to write proper for this
#gamedev #indiedev

Now, anyone know a proper UI artist?
February 5, 2026 at 3:24 PM
From this to this in just a few hours is nice. And also attacking 4 times in playtesting also helps speed things along i guess.

having the skill cost is redundant if all skills cost 1 so i gotta add a ''available points'' somewhere else instead, what else does a skill tree need?
#indiedev #gamedev
February 5, 2026 at 2:01 PM
Still working on polishing combat, there's now tooltips! So you can preview your damage, and in order to make those useful, there's now a health number display on enemy health bars, with a little depletion animation!
#gamedev #indiedev
February 4, 2026 at 4:18 PM
Little more polish! Added a little walking ghost of the character to preview the move, looks much better now!
#Gamedev #indiedev
February 4, 2026 at 2:06 AM
It looks messy, but I've managed to implement the reverse of an attack of opportunity, when an enemy enters the attack radius of a tank and tries to move past that zone, they will get stopped, movement reduced to zero and get hit. Now to improve the animations and camera...

#gamedev #indiedev
February 3, 2026 at 8:59 PM