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
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
"no friendly NPCs were harmed in the making of this game"
November 4, 2025 at 3:35 PM
"no friendly NPCs were harmed in the making of this game"
10 seconds ago:
((peak 17th century bloodloss prevention))
((peak 17th century bloodloss prevention))
October 31, 2025 at 9:34 PM
10 seconds ago:
((peak 17th century bloodloss prevention))
((peak 17th century bloodloss prevention))
this is what i call the 'run jitter' smoothness test
October 31, 2025 at 3:25 AM
this is what i call the 'run jitter' smoothness test
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)
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
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)
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)
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
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
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
some slower enemy might be completely interruptable, while faster ones will get interrupted often but be more aggressive
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.
Pretty much the same mechanic in Sekiro if you've played that.
October 18, 2025 at 4:12 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.
Pretty much the same mechanic in Sekiro if you've played that.
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
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
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
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
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
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
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
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
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
this was one of the few ideas I had when I started working on this game years ago, feels great to finally implement it
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
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
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
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
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...
I feel like I should do more but its so hard to finish songs...
July 3, 2025 at 1:58 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...
I feel like I should do more but its so hard to finish songs...
me and my revenant friend waiting for a 3rd rando
#NIGHTREIGN
#NIGHTREIGN
June 29, 2025 at 11:06 AM
me and my revenant friend waiting for a 3rd rando
#NIGHTREIGN
#NIGHTREIGN
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
been a while since I made fanart but Nightreign has reunited me with the pile bunker so I must pay respect
I'm getting more and more tempted to just add mikiri counter
June 12, 2025 at 5:11 AM
I'm getting more and more tempted to just add mikiri counter