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This video shows the iterative steps of development. I can't promise that everything shown today will appear, but showing the "maybe" pile is part of the journey!
Here is a progress video on the prototype, now lazily dubbed: "Project Cozy"
#indiegamedev
This video shows the iterative steps of development. I can't promise that everything shown today will appear, but showing the "maybe" pile is part of the journey!
Here is a progress video on the prototype, now lazily dubbed: "Project Cozy"
#indiegamedev
While the heavy lifting for the backend cooks in the background, I’m testing a new prototype closer to the surface.
This is a pivot from the intense action of my debut title (and the IS0L8T3D prototype).
#indiegamedev #cozygame
(Video below 👇)
While the heavy lifting for the backend cooks in the background, I’m testing a new prototype closer to the surface.
This is a pivot from the intense action of my debut title (and the IS0L8T3D prototype).
#indiegamedev #cozygame
(Video below 👇)
Spent the last few days adding "JUICE" to Project IS0L8T3D:
🔊 SFX on swings/hits
⚫️ B&W damage FX
🦸♂️ New character models
💨 Cape physics
Early days (and janky), but the "Game Feel" is coming together.
Here is to a prosperous 2026! 🐻🚀
#IndieGameDev
Spent the last few days adding "JUICE" to Project IS0L8T3D:
🔊 SFX on swings/hits
⚫️ B&W damage FX
🦸♂️ New character models
💨 Cape physics
Early days (and janky), but the "Game Feel" is coming together.
Here is to a prosperous 2026! 🐻🚀
#IndieGameDev
It was a year of two halves: refining the old and discovering the new.
Phase 1: The Release 📲
Focused on supporting SENTINEL 519. The goal: launch on mobile & ship the "Sentinel Invaders" update. A massive lesson in persistence.
#indiegamedev #retrospective
It was a year of two halves: refining the old and discovering the new.
Phase 1: The Release 📲
Focused on supporting SENTINEL 519. The goal: launch on mobile & ship the "Sentinel Invaders" update. A massive lesson in persistence.
#indiegamedev #retrospective
See Player
Draw Weapon
Read Player State
React (with a % chance of success to keep it fair)
You can see the brain working in the debug text above their head.
#indiegamedev #ai #artstyle #progress
See Player
Draw Weapon
Read Player State
React (with a % chance of success to keep it fair)
You can see the brain working in the debug text above their head.
#indiegamedev #ai #artstyle #progress
I tweaked the Post Processing Asset again, and I think this "Coloured Comic" look hits the sweet spot.
But I didn't just procrastinate! There's more about the video in the next post! 👇
#indiegamedev
I tweaked the Post Processing Asset again, and I think this "Coloured Comic" look hits the sweet spot.
But I didn't just procrastinate! There's more about the video in the next post! 👇
#indiegamedev
Here is a vertical close-up for the mobile users!
Digging the style, or is it too much? 🐻
#indiegamedev #gamedev #unity #gameart #prototyping
Here is a vertical close-up for the mobile users!
Digging the style, or is it too much? 🐻
#indiegamedev #gamedev #unity #gameart #prototyping
I was meant to be working on the AI, but I got side-tracked testing a new Post Processing Effect Asset.
So, here is Project IS0L8T3D... as a Noir Comic Book? 🕵️♂️
#indiegamedev
I was meant to be working on the AI, but I got side-tracked testing a new Post Processing Effect Asset.
So, here is Project IS0L8T3D... as a Noir Comic Book? 🕵️♂️
#indiegamedev
Originally, enemies followed the player directly. The result? They bunched up or formed a line.
To fix this, I added invisible "Markers" around the player. Enemies hunt for an open marker rather than the player's centre point.
#indiegamedev
Originally, enemies followed the player directly. The result? They bunched up or formed a line.
To fix this, I added invisible "Markers" around the player. Enemies hunt for an open marker rather than the player's centre point.
#indiegamedev
Added hit effects, camera shake, and launching enemies into a Ragdoll state.
Love this. Even though the models are placeholders, this is easily my favourite part of the prototyping phase! 🐻
#IS0L8T3D #prototyping #indiegamedev
Added hit effects, camera shake, and launching enemies into a Ragdoll state.
Love this. Even though the models are placeholders, this is easily my favourite part of the prototyping phase! 🐻
#IS0L8T3D #prototyping #indiegamedev
My design goal is simple: Replace "Fast and floaty" with "Heavy and visceral".
Here is a test of a 7-hit combo chain. I want the player to feel the inertia of the weapon dragging the character forward.
#indiegamedev
My design goal is simple: Replace "Fast and floaty" with "Heavy and visceral".
Here is a test of a 7-hit combo chain. I want the player to feel the inertia of the weapon dragging the character forward.
#indiegamedev
So, let's have a look at the chaos.
* Shields up.
* Hydro-Cannons loaded.
* Leaderboards open.
This is a Free Content Update available now for owners of the game on Android (iOS version TBD).
📲 Play here: play.google.com/store/apps/d...
#indiegamedev
So, let's have a look at the chaos.
* Shields up.
* Hydro-Cannons loaded.
* Leaderboards open.
This is a Free Content Update available now for owners of the game on Android (iOS version TBD).
📲 Play here: play.google.com/store/apps/d...
#indiegamedev
Since SENTINEL INVADERS is much faster than the main story, I added a tutorial to highlight the new HUD, weapon decay, and Dashing logic.
Hopefully, this helps players master the mechanics before hitting the Leaderboards! 🚀
#gamedev #indiegamedev #solodev
Since SENTINEL INVADERS is much faster than the main story, I added a tutorial to highlight the new HUD, weapon decay, and Dashing logic.
Hopefully, this helps players master the mechanics before hitting the Leaderboards! 🚀
#gamedev #indiegamedev #solodev