Timo
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thecurlydev.bsky.social
Timo
@thecurlydev.bsky.social
https://thecurlydev.bio.link - Chaotic Neutral - Kotlin, Android, React - Ai - 3D Printing - Hardware - Verschlimmbesserer
My last update for 2025:
- Tactical grid system (normal + multi attacks)
- It was quite a fulfilling year: many tiny steps, many rewrites, and plenty of “almost there” moments. I didn’t finish everything I wanted, but the core idea is nearly locked in.
- To 2026!
December 31, 2025 at 1:44 AM
Another pre-xmas dev update: first SFX implementations
- Footsteps per surface
- Jump + dash
- UI selection + upgrade select
- Sword swings
- Bombs
- Water (why is water so complicated?)
Everything feels way more alive though. Water VFX effects next

#gamedev #indiedev
December 23, 2025 at 8:56 PM
Small Dev update before x-mas: Skill system is getting along.
• Re-roll skills
• Dynamic skill slots
• Quick descriptions
• Level-ups = skill points
• Main skill use point to unlock; main/child skills (after unlock) use points or gold.

#gamedev #indiedev #Godot
December 20, 2025 at 1:33 PM
Please be nice to my spider boss.
She’s in that awkward phase between "goofy animation test" and "traumatizing one-shot encounter".

#gamedev #WIP #indiedev #godot
December 6, 2025 at 12:49 PM
Small Dev Update:
- Reworked dialogue system
- Testing new scripted scenes
- First level boss fight nearly done
- Final polish + tighter skill-system integration next
- Goal: playable private alpha by year's end

#gamedev #indiedev #Godot #GodotEngine
November 27, 2025 at 8:55 PM
Dev update:
- punchier hit VFX
- layering/masking fixes;
- ongoing progress in boss fight dev
- better enemy visibility in tree-heavy areas
- new group combat flow via manual "Kairos Charger"
Not 100% sure about Kairos, but it's starting to feel right

#gamedev #indiedev #Godot
November 12, 2025 at 12:52 AM
testing some shader effect for skills selection

#indiedev #GodotEngine #gamedev
October 30, 2025 at 8:38 PM
Some update! 🎮
• Movement overhauled
• Sword & communicator head now move in circular arcs
• New sword animations + combos
• New skill system approach
• Mid-level boss fight almost finished
• Pickable loot pops from barrels/objects

#IndieDev #GodotEngine #GameDev
October 26, 2025 at 11:11 PM
Game Dev Update:
- Push It, Pull It, Throw It, Twist It? (, Bop It?)
- Fixing sprite3D/water rendering issue

#IndieDev #GodotEngine #GameDev
August 30, 2025 at 1:36 PM
Testing Buoyancy Water Effect
August 28, 2025 at 2:23 PM
Quick update: added pooling Spammy nodes be gone! Stutters down, frames up. Feels like a weight off my shoulders. #gamedev #indiedev
August 26, 2025 at 3:23 PM
It’s been a while, but here’s a game dev update!
- Improved level design
- New trees with particle leaf effects
- Fresh level textures + toon shader effects
- The blocky “Minecrafty” look is gone

Next up:
- Performance improvements
- Parallax upgrades
- More sinister gameplay
August 26, 2025 at 9:34 AM
Oh no, it's the unbearable Interdimensional Karen: a floating head that pops in, blocks your view & demands “to talk to the manager!”. Hilarious yet infuriating, still deciding if she stays or gets yeeted back to her own dimension. #gamedev
July 15, 2025 at 8:01 PM
Between interviews and life events, I finally pinned down the menu revamp! Sleeker UI, easier visual tweaks, and a hefty "under the hood" rewrite. Graphics/UI will still evolve, but now I’m shifting to fresh level challenges, new hazards & objectives beyond enemy mobs. Onward!
July 10, 2025 at 9:32 AM
Still working on re-designs, but in the meanwhile, there are walls from the earth
June 16, 2025 at 8:16 PM
apples new os design == windows aero
June 9, 2025 at 8:34 PM
Spidey senses tingling...
May 29, 2025 at 1:58 PM
Not much new to show yet, but a few updates:

Reworked switching between bubbly messages and dialogue.
Started the story
Added a key character
Added a short speed boost
Forgot to remove audio, oddly, it fits

More redesign & gameplay tweaks coming soon
May 29, 2025 at 1:55 PM
life hijacked my last 3 weeks, but I’m back in Godot 4 and knee-deep in 3D modeling the next biome. Update-bits soon again.
May 14, 2025 at 9:21 AM
Just wrapped up my @reactvienna.com talk! My threejs live demo glitched 😅, so I recorded a quick recap starring my shader sidekick, GobGob—this time the ending actually renders. (A few shader effects are not shown in the video, but you’ll get the idea!)
May 6, 2025 at 9:12 PM
Reposted by Timo
Next up: @thecurlydev.bsky.social demystifying Shaders for us 🔥
May 6, 2025 at 5:58 PM
Reposted by Timo
Game dev is easy, but good game dev is really hard!

#gamedev #indiedev #gamedesign #programming #indiegames
May 3, 2025 at 3:12 AM
The cover might fool you, but inside is an unexpected mystery. Every time I thought the story had revealed everything, it kept unfolding with more twists. In true Japanese fashion, it dives deep into details, here, picture composition...and only comes together at the final pages.
April 27, 2025 at 5:30 PM
testing grass with movement in it
April 17, 2025 at 2:47 PM
update:

.) simple box mesh grass (vs multi mesh grass, video below)
.) first iteration of a menu (probably will change completly)
.) change camera perspective to orthogonal instead of perspective
April 12, 2025 at 9:45 PM