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pocchistudio.com
pocchi
@pocchistudio.com
I'm working on #FalsePrincessIruruu, a Sekiro-like pixel-art game.
Wishlist: https://store.steampowered.com/app/3704290

I'll post #gamedev but also a lot of #rkgk and #music.

the other place → https://twitter.com/poohcom1
yknow I wasn't gonna take this seriously but I did find another frame that's also on the wrong hand and coincidentally it's when she's threatening an enemy.

...yet another mistake turned into lore tidbit (ahh the joys of semi-historical world building)
November 6, 2025 at 7:35 AM
GOD FUCKING DAMMIT I FORGOT SHE'S RIGHT HANDED

I DON'T WANNA FLIP IT AHHHHHHHHHHHHHH
November 5, 2025 at 8:27 PM
"no friendly NPCs were harmed in the making of this game"
November 4, 2025 at 3:35 PM
wip #2

im glad im taking it more slowly this time, also posting wip online is a good way to trick my insecurity into noticing all the flaws before doing the rendering xD
November 3, 2025 at 11:12 AM
10 seconds ago:

((peak 17th century bloodloss prevention))
October 31, 2025 at 9:34 PM
Happy Halloween from my cute little psychopath!
October 31, 2025 at 9:32 PM
this is what i call the 'run jitter' smoothness test
October 31, 2025 at 3:25 AM
idle sprite rework + transitions

goddamit I should've done this earlier, turns out you only need like 3 frames for transitions and its so much smoother. I think I actually prefer less transitions frames to keep it snappy.

#pixelart #gamedev
October 31, 2025 at 3:25 AM
i was messing around and accidentally made the opacity on the shade layer 100% and it turned into a horror game lmao

kinda fitting for Halloween I guess xD
October 30, 2025 at 8:13 PM
new steam capsule wip

not satisfied with the current one and also my dumbass decided to adjust Iruruu's design for the 4th fucking time so here we are.
October 30, 2025 at 4:24 PM
I still can't get over the fact that some excalidraw+ dev couldn't be bothered to render another thumbnail for dark mode and literally just color inverted the light mode thumbnail in CSS

I wish I gave this less a fuck at my real job
October 29, 2025 at 5:24 PM
sprites allll done!!

I finally have an enemy with all of the counter mechanics: shockwave surfing, sword binding, and grab attacks (not seen here, checkout older vids)

but now I need to do the part I've been dreading and create a proper stage for this guy (preferably with better color contrast xD)
October 26, 2025 at 5:36 PM
yeah in my case it's attack-dependent, so some attacks are interruptable and others aren't. it'll be a part of the learning enemy movesets to know when there's an opening

some slower enemy might be completely interruptable, while faster ones will get interrupted often but be more aggressive
October 18, 2025 at 4:32 PM
it actually just lets you kill or disarm an enemy. my game is deflection heavy so it's an alternative way to deal damage and rewards aggression. Poise regens more slowly as HP decreases so you'll still need to do both.

Pretty much the same mechanic in Sekiro if you've played that.
October 18, 2025 at 4:12 PM
It's the texture for the particle positions (`ParticleProcessMaterial.emission_point_texture`), not the flame particle itself which is just 6 frames. It's to get the correct area of where the particles can be drawn, which changes every frame.

docs.godotengine.org/en/latest/tu...
October 18, 2025 at 3:54 PM
got this flaming sword effect working with some hacky implementation to get dynamic particle emission shapes in godot

not sure how I feel about the performance cost of loading a 3MB emission mask or updating the shape every single frame, but thats an issue for future me XD
October 18, 2025 at 9:36 AM
iruruu's idle sprite has finally bothered me enough that I made a new one. it was in a perpetual unfinished state anyway but so was like half the old sprites so I never got to it haha
September 16, 2025 at 4:29 PM
grab counter: if you time a kick into grab attack you'll do a tomoe nage and deal a fuck load of posture damage

this was one of the few ideas I had when I started working on this game years ago, feels great to finally implement it
August 1, 2025 at 4:40 AM
ok this has zero gameplay purpose but I added a score tracking system.

of course I won't show it in game, this is for debugging, but I'm considering making a 'result screen' at the end of a run where you can check your score like a rhythm game
July 26, 2025 at 8:39 AM
been sketching out characters for the game, can't wait to start making sprites of these guys
July 7, 2025 at 2:48 PM
short piano piece, i was thinking of a very cold place when writing this for some reason

I feel like I should do more but its so hard to finish songs...
July 3, 2025 at 1:58 PM
me and my revenant friend waiting for a 3rd rando
#NIGHTREIGN
June 29, 2025 at 11:06 AM
should've done this earlier but visualizing the deflect timing is sooo helpful for debugging

I've been making slight timing adjustments to the deflect window and it's quite hard to feel out the difference, but when u visualize it it's very noticeable
#gamdev #indiedev
June 16, 2025 at 3:47 PM
been a while since I made fanart but Nightreign has reunited me with the pile bunker so I must pay respect
June 15, 2025 at 7:44 PM
I'm getting more and more tempted to just add mikiri counter
June 12, 2025 at 5:11 AM