Alex
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gamesrightmeow.com
Alex
@gamesrightmeow.com
Hi there 👋 I'm an #indiedev who makes #1bit #PixelArt games for the #Playdate and PC. Currently working on #SuborbitalSalvage! Also maintainer of #Playbit.

gamesrightmeow.com
github.com/GamesRightMeow/playbit
Working on the last feature for the Steam version of #SuborbitalSalvage: achievements! Here's my rough list of silly names and objectives 😆

#gamedev
October 9, 2025 at 3:27 PM
Quick demo of alt color palettes for #SuborbitalSalvage! Game won't auto switch over time as shown here, but is configurable in the settings. I'm open to palette requests as this is just a shader tweak 😄

#playdate #gamedev
October 1, 2025 at 3:15 PM
Bits of polish and balancing. Tho I can't decide if the pillaring that ends most of my runs is a design problem, or if I just suck at my own game 🤔 #FallingBlockJam
September 19, 2025 at 4:34 AM
Day 3: 𝕧𝕚𝕓𝕖𝕤. Tomorrow....some difficulty balancing 😂 #FallingBlockJam
September 17, 2025 at 5:13 AM
Woke up with some fresh ideas that I think have made a big improvement! Video is playing at 2x speed because this was a rather long session ⏩ #FallingBlockJam
September 16, 2025 at 3:28 PM
Day 2: I think I have a game? 🤔 #FallingBlockJam
September 16, 2025 at 4:14 AM
I'm not yet sure what kind of abomination I'm making for #FallingBlockJam but there are blocks, and they are in fact falling!
September 15, 2025 at 3:12 PM
So begins the task of adding full mouse support to #SuborbitalSalvage for the Steam release. Normally an out-of-the-box feature I take for granted when working in an engine like Unity😅

#playdate #gamedev
August 26, 2025 at 3:41 PM
This is a game I prototyped a longgg time ago in Unity that I've been wanting to revisit. I feel like the Playdate makes more sense for the game because of the crank. Also Playdate needs more Roguelikes 😄
July 2, 2025 at 5:24 AM
Decided to take a break from the Suborbital Steam release, and prototype a #Playdate game: a roguelike where you can only move in the direction you're facing.
July 2, 2025 at 5:16 AM
A real commit message from work today. I swear I'm a professional 🙈 #gamedev
June 25, 2025 at 11:47 PM
I've hit a milestone this week and finally got a build of #SuborbitalSalvage running on the #SteamDeck 🥳💃🎉

I suppose this also double as an announcement that #Playbit supports building #Playdate games for the Steam Deck 😁
May 22, 2025 at 3:35 PM
I've got 99 problems and #Unity is all of them 🤣
April 21, 2025 at 11:21 PM
After a much needed break after launch, I've been back at it working on the 1.1.0 update for #SuborbitalSalvage. This update will be focused on some QOL feature, most notably, a settings screen with some request accessibility options!
March 3, 2025 at 4:08 PM
#SuborbitalSalvage only launched on Catalog last week, but I've always had a stable desktop version playable at the same time. Here's a comparison video - standalone desktop on the left, Playdate simulator on the right. Video is at x2 speed to get under Bluesky's file size limits.
February 19, 2025 at 4:23 AM
#SuborbitalSalvage is available MEOW on #Playdate Catalog!

Test your piloting skills in this endless runner set in a dystopian corporate future! Oh, and please try not to feed the fish - your supervisor won't appreciate the policy violation.

play.date/games/suborb...

#indiegame #gamerelease #1bit
February 13, 2025 at 1:09 AM
#SuborbitalSalvage is available MEOW on #Playdate Catalog!

Test your piloting skills in this endless runner set in a dystopian corporate future! Oh, and please try not to feed the fish - your supervisor won't appreciate the policy violation.

play.date/games/suborb...

#indiegame #gamerelease #1bit
February 11, 2025 at 6:02 PM
HI! Hello? Right. Where have I been? Ahh playtesting #SuborbitalSalvage so much that most of my runs look like this 😎...😹

Launching on Catalog in one week on 02/11/2025 🚀

#gamedev #1bit #playdate #indiedev
February 4, 2025 at 5:48 AM
Jumping ahead a bit to 9 months later on April 2023. I had been mainly focused on tools (specifically Playbit) so I didn't make much progress player-facing wise. But this was when I added the first iteration of the infamous fish!
January 8, 2025 at 3:31 PM
About month later, I already had something that looked a lot like the final game today. Seen here is a "background" ship that I thought would be cool to make the background feel more alive, but after playtesting found that people were trying to avoid it.
January 8, 2025 at 3:31 PM
Here we have the very first commit to the git repo back wayyy back on June 19th 2022. I haven't been working on the game every day since then, but its hard to believe its been ~3 years since I made this little prototype.
January 8, 2025 at 3:31 PM
I've reached the point in development for #SuborbitalSalvage where I get to do cool polish features like a goofy launch animation🐟

#playdate #1bit #gamedev
January 4, 2025 at 3:23 AM
Added some special chunks to #SuborbitalSalvage today! These serve as diegetic indicators of progress as you navigate thru the different regions.

#1bit #gamedev #playdate
December 26, 2024 at 12:49 AM
Spent part of the weekend drawing a bunch of weird shrooms and other space flora for #SuborbitalSalvage.

#1bit #pixelart #gamedev #playdate
December 16, 2024 at 12:53 AM
Fun fact: #SuborbitalSalvage uses a level editor I used back in my Flash developer days called Ogmo Editor. It's a bit clunky especially with alternatives like Tiled and LDTK, but too late to switch it out now 😅 Here's a timelapse of me adding new obstacles and building a test level with them.
December 10, 2024 at 4:51 AM