Albertalberto
albertalberto.bsky.social
Albertalberto
@albertalberto.bsky.social
I make videogames. My videogames: https://albertalberto.itch.io/
Currently working on releasing a videogame on Steam. Check out my journal on that here: https://albertalberto.substack.com/s/project-steam-release
I feel like I've been too "in my head" recently in terms of game ideas, so I've been trying to get more into making silly prototypes to test them in practice.

Here's a small mouse controller to throw and juggle some balls (and knives :o)

#gamedev #indiedev
October 17, 2025 at 10:14 PM
I'm making a list of Steam releases made by tiny teams in little time. Share your story!

I'm especially looking for ones that aren't super popular, but still managed to find a niche and stay profitable (what some would call "middle games").

Know any that would fit the bill?

#gamedev #indiedev
September 2, 2025 at 4:52 PM
This makes stacking advanced effects on a player as easy as adding nodes as a child of the player!

These can be functional, with a script driving the effect, or have any other visuals, animations and behaviors through extra nodes inside of it.

Here's the player with a party hat as an upgrade :)
August 18, 2025 at 11:40 AM
"UpgradeData" is a type of resource that contains data about an upgrade. This includes the name, icon, stat changes...

...And a reference to a scene, named "Player behavior scene". This scene is instantiated as a child o the player, and doubles as both more advanced functionality and cosmetics!
August 18, 2025 at 11:40 AM
Last week I released "Bola Brawl", a “survivors”-style game where you swing a bola to attack! It was made for "La Gameja" game jam, as a team of 3.

One of my main contributions was the stackable upgrades system. #godot node-based architecture made the job easy, and I want to talk about it!! (1/7)
August 18, 2025 at 11:40 AM
Over the past few days I've grown more and more convinced that pivoting from the bracelets game was a great idea.

The re-made game jam QUARTER CUT is now in an actually playable state :o I'm committed to keeping the scope of this project extreeeeemely small, but still aiming for a November release!
February 24, 2025 at 10:27 PM
Score popups! These are completely detatched from the main game logic, and driven through the Scriptable Object Architecture.

Thought I'd turn my latest progress blog post into a tutorial on how this was implemented into my game!

#gamedev

open.substack.com/pub/albertal...
February 16, 2025 at 7:43 PM
I've been hard at work mocking up the visual style for the cozy bracelet-building score-chasing roguelike (wow) I'm working on solo. No UI to be seen yet though. (Although there's some empty space conveniently in the middle of the ring...)

This also marks my first #screenshotsaturday :D

#gamedev
February 15, 2025 at 5:43 PM
Finally got the ball rolling (heh) and after a couple failed attempts, implemented conditionals effects!

This, coupled with the event-action architecture for passive effects, starts allowing for some more complex behaviors - Like this ball that rolls forward whenever the previour charm triggers :)
February 14, 2025 at 5:54 PM
Added to the collection
February 7, 2025 at 5:09 PM
Here's some requests I've already done for a few friends :)

Again, I'm still figuring out the style, so it's not too consistent yet. But I thought I'd have some fun with this while I'm figuring it out!
February 7, 2025 at 12:57 PM
GIVE ME ANY OBJECT, and I'll sketch/mock up how it'd look as a bracelet charm for my game!

I'm currently figuring out the artstyle of my game, and also need to practice my art skills :x

Anything goes - Something meaningful, a meme, or anything out of your own projects!

#gamedev #art
February 7, 2025 at 12:57 PM
Putting the systems I've implemented today to the test: Dice with unique animations and sprite swapping!

Even comes with a lil confetti burst when you roll a 6 :P

#gamedev
February 5, 2025 at 11:17 PM
A programmer art before and after. It's still very much placeholder and open to changes, but it helps better communicate the vibe of the game from early screenshots at least! #gamedev
February 5, 2025 at 8:49 PM
QUARTER CUT

A simple game about cutting shapes in a 1/4 to 3/4 proportion. How high can your score go?

Pretty special occassion: it's my first fully solo game release! For "La Gameja 2024" game jam and made in 4 days (not a week)

It's very minimal, and quite fun I think. I hope you like it :)
August 11, 2024 at 10:42 PM
I randomly decided to update the YOMI Hustle ninja buddy to include outline support (And some other small things). Now you can get the base colors closer to whatever your skin is in-game :)

Check it out here! albertalberto.itch.io/yomi-ninja-d...
May 1, 2024 at 6:23 PM
I added a tutorial window because some people were opening the buddy without reading how to interact with it and then got stuck not knowing how to close it. This should mitigate the issue a little, at least :)
March 3, 2024 at 10:47 AM
Now YOU can have your own YOMI Hustle Ninja buddy! This has been publicly released as an app on itch, including better performance and support for changing color. You can download it here: albertalberto.itch.io/yomi-ninja-d...
March 2, 2024 at 6:11 PM
2 weeks ago, shortly after Geometry Dash 2.2 came out, I built a very small platformer level to showcase a rudimentary implementation of "normal map" fake lighting using the new Area-based triggers. It's called "A Very Normal Map". ID: 97753196 (Can't upload videos so here's a couple images)
January 6, 2024 at 8:15 PM