Kepler (Developing Thwimbly!)
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keplerelectronics.com
Kepler (Developing Thwimbly!)
@keplerelectronics.com
Currently developing Thwimbly, a fluid 2D platformer built in #tic80
https://kepler-softworks.itch.io/thwimbly
Easily one of the highlights of the event
January 7, 2026 at 8:56 PM
kepler-softworks.itch.io/thwimbly

Current demo is only on itch, hoping to get a demo on Steam sometime in the next few months, but there's a bunch of work that needs to happen beforehand.
Thwimbly! by Kepler Softworks
Cute Platforming Action!
kepler-softworks.itch.io
December 29, 2025 at 5:14 PM
Infra!

Excellent atmosphere with some extremely frustrating puzzles. Great storytelling with multiple layers, but the movement leaves something to be desired (despite running in Source)

Definitely a top 5 game for me, but my love always comes with the caveat that there is jank
December 26, 2025 at 7:36 PM
Realistic airflow has also been a bit of a taller order than I thought. I've got particles moving at scaled velocities (1 pixel=1cm), but I can't find any resources on how to find velocity fields from the airfoil geometry.

I'm not opposed to deriving it myself, but I feel it should already exist?
November 28, 2025 at 10:35 PM
It does make those moments of "how the heck did they do that?!" that much cooler though
November 26, 2025 at 4:58 PM
Lately I've been working on optional challenge levels for people who like testing their skills.

There's at least one bug in the video so I've still got plenty of work to do before it's ready for primetime
November 21, 2025 at 1:48 PM
Trenchbroom is the best one I've found so far. Optimized for Lowpoly/Blockouts, but it is pretty quick to prototype.

Tried Blender, Sprytile, Hammer, Unreal Primitives.. Trenchbroom won for me.

If only it was quick to import into Unreal... even with HammUEr iteration is a pain.
November 9, 2025 at 2:03 PM
Geometry wars 3 (twinstick with short level-based progression)
N++ (minimalist 2D platformer with one-screen levels)
Pako (arcadey car chase simulator, most of my runs cap out at a minute or so)
October 26, 2025 at 3:14 PM
I feel like intentionally leaning into the aesthetic would be so cool for a horror game.

it's so far into the uncanny valley, push it a bit farther and you have a whole aesthetic
October 22, 2025 at 2:06 PM