Daeno Sudo
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daeno.bsky.social
Daeno Sudo
@daeno.bsky.social
(Dane-Oh Soo-Doe)

I make games

Linktree: https://linktr.ee/DaenoSudo

*pfp by @pingsley.bsky.social
Really appreciate everyone who's supported Himari so far. I care a shit ton about this game, and it motivates me so much that others do too.
November 19, 2025 at 4:27 AM
Am I really forced to remove everything cool from himari because sonic did it first? What kind of game would that be? Just a walking simulator. No rolling, no ninja run animations, no floating yellow collectables. Sounds like shit
November 19, 2025 at 4:11 AM
Some people have the impression that Sonic has a strict hold on several broad game mechanics: moving fast, rolling (Odyssey, metroid, etc did it too), slopes and ramps?!?! so they treat any ip in inspiration as a "fake." If this were the case, every new ip would be pretty lame.
November 19, 2025 at 4:05 AM
I don't think many people realize the pain of someone first seeing Himari. "Wow nice game looks like sonic!" like thanks but how about: "Nice game bro." I know I'll never escape this impression but I urge everyone to view Himari separate from sonic (to an extent).
November 19, 2025 at 4:02 AM
I want to do so much more than enhance the gameplay formula of sonic. I want to tell a new story, create new characters, and write new banger indie rock tracks. If you go into himari as a sonic fan, you'll like it. But i want other people to like it even more. Himari isn't a sonic game, it's a game.
November 19, 2025 at 3:57 AM
I can't lie that everytime Himari is compared to sonic, a bit of me explodes. It IS my main inspiration, but as undertale is to earthbound. Himari is more than a derivative work.
November 19, 2025 at 3:57 AM
I only hope that Himari will be thematically and visually unique enough from the modern representation of sonic, that it'll be treated differently. Unfortunately RR went for a full cartoon artstyle and a light-hearted story (i think). Which may be attracting the smooth brain commenters.
November 19, 2025 at 3:50 AM
Well it is a bad model but the camera isn't helping.
November 16, 2025 at 6:07 AM
Another thing is incentive and wonder. Notice the reward above is visible to the lower path. This gets the player thinking "Wait how do I get up there? There's something cool up there i want to go back and get up there" Remember, the jump hasn't been taught yet. So it creates wonder.
November 12, 2025 at 6:00 AM
Also notice the slanted walls. That's to push the player to their goal if they're really shit. I don't want anyone getting caught on walls yet.
November 12, 2025 at 5:26 AM
Also the point of the uphill "punishment" is meant to infer that this player may be inexperienced. So I slow them down uphill so that they'll be more prepared/ready to see the next obstacle.
November 12, 2025 at 5:25 AM
Paths won't always converge in a linear way. This is just the tutorial, so I'm purposefully keeping the player going linear to focus on teaching the fundamentals. Later on, I'll introduce paths that branch farther. You gotta start simple though.
November 12, 2025 at 5:23 AM
That leads to gimmicks which are cool but inconsistent. Mechanics need to be consistent, which is why abilities are so hard to make. They have to be applicable as much as possible throughout the game, so that the level design isn't restrained to certain mechanics. Gimmicks are often a one and done.
November 9, 2025 at 10:47 AM
Ex: The first mandatory rolling section will force you down a slope into a stack of boxes or enemies. Naturally showing it to be possible. Then it's a matter of keeping that idea intuitive, by including it under other mechanics.
November 9, 2025 at 10:32 AM
Yeah but those aren't really "abilities." Currently you can do that stuff when you're rolling, running above a threshold, or stomping. Therefore, making that action a sub-mechanic that can be taught along with each ability's introduction.
November 9, 2025 at 10:32 AM
The only "ability" important enough to go in the first level is rolling. Since I included it technically with momentum as a mechanic.
November 9, 2025 at 10:27 AM
Its gotten to the point where if I want to remain organized with my level design, I'll have to release the demo with 3 separate stages, just so players can actually learn about boosting, skidding, rail grinding, hydroplaning, stomping, etc.
November 9, 2025 at 10:27 AM
As of writing this, the tutorial/first stage is focused solely on moving the character. There is literally no space for teaching any other game mechanic since moving has like 3 sub mechanics that are super complicated on their own (Controls, momentum, terrain).
November 9, 2025 at 10:24 AM