Void Viridian | Puro Dunjon セドゥーラの約束
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voidviridian.bsky.social
Void Viridian | Puro Dunjon セドゥーラの約束
@voidviridian.bsky.social
FR/EN, indie game dev (I guess)
Made the game Puro Dunjon セドゥーラの約束 on https://void-viridian.itch.io/puro-dunjon !
Currently in limbo, work-wise, but will try to release at least a game this year 🤞
Working on games for the playdate handheld console
Pinned
"Puro Dunjon セドゥーラの約束" is finally available on @itch.io !

A small & intense arcade game with occasional story 😀

void-viridian.itch.io/puro-dunjon

Many thanks to @toadzillart.bsky.social, @xdeviruchi.bsky.social, @tallbeard.itch.io..., who made it possible! 😘

#indiedev #gamedev #indiegame #arcade
Currently reforging my prop system to be less generic, thus having to redo the map switching component

Also, I defined the core gameplay along the lines of "what was your sentence, and what can will you do about it"

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
December 6, 2025 at 7:19 PM
Reposted by Void Viridian | Puro Dunjon セドゥーラの約束
adding new skills to the skilltree and you can get ridiculously overpowered manual hits in

#gamedev #indiegamedev #godotengine
December 5, 2025 at 10:36 PM
I may have to consider a job that is far from where I live. I'm not deeply attached to the city I'm currently in, but having to move put a bit of psychological strain on me. If anything, it would be stupid to not do it. Still.

Stay safe, keep your psych healty

#indiedev #gamedev #solodev #brokedev
December 5, 2025 at 7:12 PM
I'd be curious to see what graphics would look like with a CRT filter on the #playdate simulator

The dithering would be interesting

#indiedev #indiegame #gamedev #solodev
December 5, 2025 at 5:01 PM
Reposted by Void Viridian | Puro Dunjon セドゥーラの約束
> Booting ROUTINE…

> Initializing lunar base exploration…

> Available now on Xbox Game Pass, Xbox One, Xbox Series X|S, Xbox on PC, Xbox Cloud and Steam.

Only one way forward. ▌

► Xbox: www.xbox.com/en-US/games/...
► Steam: store.steampowered.com/app/606160/R...
December 4, 2025 at 3:11 PM
Switching map took some time: Setting a proper format editable in ogmo and usable in game

The whole thing is a bit sudden, so maybe a quick transition could be interesting

But at least, it seems to load & parse quickly, which is nice

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
December 5, 2025 at 12:53 AM
*.drawSampled() is nice but hard when you want to draw 2d using 3d position

I may still use it somehow, but I'd rather have a good workflow with simpler, connected tilemaps and small dynamic elements/fx

Ogmo is still fun to parse

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
December 3, 2025 at 9:47 PM
Playing with *.drawSampled(...), because it looks better, but still wary of the impact on fps

Ogmo for ground tilemap & some tricks for props

Also it'll be both a remake and a prequel

I hope I can add gameplay/lore in a compact shell

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
December 2, 2025 at 9:34 PM
Reposted by Void Viridian | Puro Dunjon セドゥーラの約束
if you like my free fonts and have been looking for an excuse to support me, look no further!

bundle includes:
+ monogram: monospace pixel font w/ extensive language support
+ DUNGEON.mode: roguelike-ish textmode font & tileset

small thank you gift included with purchase!

itch.io/s/171023/sup...
November 28, 2025 at 7:15 PM
Sometimes, checking distances feel better than checking intersections

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday #screenshotSunday
November 30, 2025 at 12:48 AM
I hope I'll be able to do nice things with shadows

#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
November 29, 2025 at 8:40 PM
I'll try the mantra again, "make it before make it good"

Working on the sequences flow first is kinda good for me

I think I'll reuse most of the assets from the original one

It's a remake, not a remaster tho

#indiedev #indiegame #gamedev #solodev #playdate #screenshotSaturday #puroDunjon
November 29, 2025 at 3:30 PM
Reposted by Void Viridian | Puro Dunjon セドゥーラの約束
What a great headline
November 28, 2025 at 3:49 PM
When you realise that porting your old game may be so much quicker than making a new one

#indiedev #indiegame #gamedev #solodev #playdate
November 28, 2025 at 1:06 PM
Exceptionally, a less incoherent rambling about my current project(s), spoiler: I still love the console

Playdate Projects: The devil you know
itch.io/blog/1127348...

#indiedev #indiegame #gamedev #solodev #playdate
Playdate Projects: The devil you know
The state of “project silenced” is not great lately: I keep stumbling on more and more problems. Even when I started working on a playdate game, I wasn’t expecting hitting such a low point on my...
itch.io
November 28, 2025 at 1:00 PM
#playdate keep crashing with bugs that won't appear in the simulator?

I don't trust performances when testing in the simulator

In fact, a real test should be on real hardware, obviously

Starting to think I should port Puro Dunjon and put this project on pc

#indiedev #indiegame #gamedev #solodev
November 26, 2025 at 1:22 PM
Maybe a faster way for raycasting? Why not (irrational)

But json export of twine data, means direct use in engine (pragmatic)

#indiedev #indiegame #gamedev #solodev #playdate
November 25, 2025 at 6:47 PM
Reposted by Void Viridian | Puro Dunjon セドゥーラの約束
It's my birthday
Play my game

officialelectric.itch.io/ruin
November 21, 2025 at 8:04 AM
When the job description say you must have strong liking to "vibe coding"

#indiedev #solodev #brokedev
November 24, 2025 at 5:14 PM
Porting the sequences of the 1st part to twine grant so much clarity to the branches

I also made the end credits, so it can be done "once and for all" (what a joke): Fun to make

Part 1 is the vertical slice I must complete before going any further

#indiedev #indiegame #gamedev #solodev #playdate
November 23, 2025 at 5:35 PM
Reposted by Void Viridian | Puro Dunjon セドゥーラの約束
Making a horror game about being trapped in an endless airport and the only way to escape is to solve the code for the gates.
#indiegames #gamedev #indiedev
November 21, 2025 at 9:24 PM
Back to square 1: Problem is akin to CAP theorem

Data take too long to compute, you want to precompute

Doing so, means having data too big/complex to use (lookup speed), thus competing against initial compute speed

I won't even talk about size

#indiedev #indiegame #gamedev #solodev #playdate
November 21, 2025 at 10:46 PM
After some tests, precomputed data will make some really fat files, the price for every outcomes

785% for the small 9x9 map

2650% for 16x16

I didn't check for 32x32, at 6Mo, it run below 10fps, why bother?

Linking small maps could be fine tho

#indiedev #indiegame #gamedev #solodev #playdate
November 21, 2025 at 7:33 PM
Thinking about all the data that can be precomputed (not on actual hardware) : visibility from each position and angle, from each cell

Maybe bigger map can also be achieved

Still need to write part 2 and adjust bits of part 1

#indiedev #indiegame #gamedev #solodev #playdate
November 21, 2025 at 12:18 PM
Reposted by Void Viridian | Puro Dunjon セドゥーラの約束
Which type of gamedev are you?
November 21, 2025 at 7:16 AM