chainhacker.bsky.social
@chainhacker.bsky.social
Reposted
👁️Loop of Command is a cute automation puzzle.
Program obedient robots to survive your next performance review.

Wishlist: store.steampowered.com/app/4180270?...

#indiedev #gamedev #puzzlegames #indiegame #WishlistWednesday
January 7, 2026 at 4:04 PM
Prowl behavior. Hunters drift in loose spirals until something crosses their path.

#soup #gameai #gamedev #indiedev
January 8, 2026 at 4:42 PM
Getting better. Hunters now predict where targets will be.

Still struggle when speeds are close and paths aren't straight. But they're trying.

#soup #bevy #indiedev #gameai
January 6, 2026 at 3:22 AM
First battle effect: mines pulse on attack.

Game sends event, skin library handles the visual. Simple for now—the glass membranes will make this look way better.

#soup #devlog #gamedev #indiedev
January 5, 2026 at 4:36 PM
Easy to get carried away designing abstractions for problems you don't have yet.

Moved procedural skins to a separate repo. Started planning shared trait crates, plugin registries, DLC boundaries. For two skin types.

Caught myself. Back to building.

#soup #gamedev #indiedev
January 4, 2026 at 4:30 PM
Back to basics. Contour placeholders—outlines and pattern fills.

New mechanics need instant visuals, not polished art. Pretty comes later.

#soup #gamedev #indiedev
January 3, 2026 at 10:35 PM
Reposted
January 3, 2026 at 2:45 AM
Reposted
The boss fight is added, and you can finally escape from the hole, but only if you can beat him. Can you? www.lexaloffle.com/bbs/?tid=144...
#pico8 #gamedev #pixelart #indiegame #
December 30, 2025 at 6:11 PM
Hunters were supposed to surround prey. They just drop the ball instead.
#soup #gamedev #bevy
December 30, 2025 at 10:45 PM
Claude's /stats command
December 29, 2025 at 12:52 PM
Simplest unit—just a ball in a membrane. Pretty sure the big thing spawns them by pinching off its tentacles. Little blobby offspring.
#gamedev #indiedev #screenshotsaturday
December 27, 2025 at 5:05 PM
They hunt in packs now. Target selection, formation keeping, disbanding when idle. More to come.
#gamedev #indiedev #bevy
December 25, 2025 at 12:51 AM
Reposted
I tried to change the refraction method I was going for to a cubemap instead of layered front and back faces and somehow ended up here so that's fine. The shit looks like a portal through time and space now and I'm okay with that all dice should look like that anyway.
December 22, 2025 at 10:33 PM
Reposted
I was inspired by another amazing animation from Jon Kantner, so I made a pure CSS version. 400 squares, using sibling-index() and sibling-count(), a bunch of trig functions, and some typed arithmetic. (Currently works in Chrome 140+ only)

Live demo on @codepen.io: codepen.io/amit_sheen/f...
September 20, 2025 at 12:37 AM
Dual contouring on GPU for the wriggly innards. Testing how much the fake refraction sells the glass on its own.
#bevy #indiedev #devlog
December 22, 2025 at 8:26 PM
Reposted
May 24, 2025 at 12:51 PM