Manuel | Game Dev
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manuelsanchezdev.com
Manuel | Game Dev
@manuelsanchezdev.com
- Dev at Die Zeit
- Web Accessibility Specialist
- Creating "The Runic Edda"
- Localized "Dreamed Away" into Spanish (Spain)

Hamburg 🇩🇪

🛡️Game: therunicedda.com
Working on the map system now today!
We’re adding markers, plus the ability to zoom and navigate around the map.
Still a bit hacky, but it already shows a lot of promise!

#TheRunicEdda #Godot #UI #GameDev #IndieDev #BuildInPublic
February 8, 2026 at 6:43 PM
Improved finally the spotlight intro during cutscenes that I saw last in Chained Echoes!
I love it!

#TheRunicEdda #IndieGame #PixelArt #CutsceneDesign #Godot #GameDev #BuildInPublic
February 4, 2026 at 6:19 AM
What do you think about the Run animation?
I’ve been testing it in-game and it feels great! Can’t wait to polish it even more!

Amazing job, @everlyjane.bsky.social !

#TheRunicEdda #Godot #PixelArt #Animation #GameDev #BuildInPublic
February 1, 2026 at 2:19 PM
Details matter. That’s why I love adding special idle animations for characters—little touches beyond the standard idle that bring them to life!

#TheRunicEdda #PixelArt #Animation #GameDev #Godot #BuildInPublic
January 31, 2026 at 11:29 AM
Another key piece in place for The Runic Edda!
We’ve now connected the Transition Manager so it handles both level changes and combat sequences seamlessly.

It is much smoother now. I just need cooler transitions!

#Godot #TheRunicEdda #UI #GameDev #BuildInPublic
January 20, 2026 at 8:35 AM
Wrapping up today’s progress on The Runic Edda!
- Added battle logs for players who like to rethink strategy
- Implemented some overlays, effects, and status changes
- And finally, connected the combat system to the adventure flow!

Solid so far!

#Godot #TheRunicEdda #UI #GameDev #BuildInPublic
January 18, 2026 at 3:31 PM
Combat system dev – Part 2!
Working on target selection menus with extra info and UI feedback.

What are your favorite combat mechanics in turn-based games? I’d love to hear your thoughts.

P.S. Love QTE and hope you too!

#Godot #TheRunicEdda #UI #GameDev #BuildInPublic #RetroPixelArt
January 18, 2026 at 8:45 AM
Started working on the combat system for The Runic Edda today!
Had a few ideas already and got basic events going, like triggering effects or dialogs when enemies drop below 50% HP.

I know @catalinn1.bsky.social will be happy about this!

#Godot #TheRunicEdda #UI #GameDev #BuildInPublic
#IndieGames
January 17, 2026 at 3:44 PM
You can now access the map without pausing the game by pressing and releasing a button.

Still working on the colors to get more contrast and a bit of fine-tuning, but the core functionality is in. Feels great to keep things flowing!

#GameDev #UX #TheRunicEdda #RetroRPG #MapUI #BuildInPublic #Godot
January 15, 2026 at 9:00 AM
Continuing work on the map system!

It now updates dynamically and shows different maps depending on where the player is. Next step: making it so you can also see the parent maps when you’re inside interiors, to keep orientation clear at all times.

#Godot #UIUX #GameDev #TheRunicEdda #BuildInPublic
January 14, 2026 at 8:31 AM
I’m starting to add the first steps of a map integration in The Runic Edda. Transitions are still missing, and I’m not sure yet what I’ll do with the houses you can enter!

Thanks to MichaelGames for the tutorial 🙌

#GameDev #IndieDev #TheRunicEdda #DevLog #PixelArt #BuildInPublic #Godot
January 13, 2026 at 8:35 AM
Didn’t have much time today in the morning, but I managed to hook up the logic to display the quests directly in the pause menu!

What do you think about this approach?

Localization is coming soon!

#Godot #UIUX #GameDev #TheRunicEdda #BuildInPublic
January 12, 2026 at 8:40 AM
Quick UI update, part 2!
I’ve now got item information displaying properly and fully connected to the Inventory Manager.

Still iterating, but this is one of those moments where things finally click!

#UX #UI #UIDesign #GameDev #Godot #IndieDev #BuildInPublic
January 10, 2026 at 9:10 PM
Quick UI update!
I’ve been working on a new tabs menu and changed the background color while slowly iterating on the overall design.

What do you think so far. Does it feel right?
Any UX/UI suggestions or small improvements you’d recommend?

#UX #UI #UIDesign #GameDev #BuildInPublic #Godot
January 9, 2026 at 12:19 PM
Working on the panning camera intro to reveal the town name the first time you arrive.

Such a simple touch, but it adds a lot of weight and identity to new places. Of course, it needs polishing, just prototyping! But ideas are more than welcome!

#GameDev #Godot #IndieDev #RPGdesign #TheRunicEdda
December 21, 2025 at 10:45 AM
I recently added a new pause menu with a tab system.
It already checks the device settings to switch tabs left/right correctly, so it feels natural whether you’re on keyboard or controller.

How do you like it?!

#GameDev #Godot #IndieDev #UX #TheRunicEdda
December 13, 2025 at 12:26 PM
In-Scene cutscenes are now available in the game, I had to lerp some animations to make them look nice, but here they are!

#Godot #SoloDev #TheRunicEdda #GameDev #PixelArt
November 15, 2025 at 6:24 PM
Lore is everything.
I want players to truly immerse themselves in the Viking experience, to feel the weight of the world.

Exploring the story should also be a way to learn about the world that surrounds them.

Do it for you, and for those who came before.

#GameDev #Writing #IndieDev #Lore #Vikings
October 19, 2025 at 7:36 PM
Worked on Save/load functionality with slots!

Now the system saves inventory items, quests, flags, current scene, and more. Next step: being able to load the game back in!

#GameDev #Godot #IndieDev #SaveManager #TheRunicEdda
October 18, 2025 at 6:43 PM