ppowersteef 🌳
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ppowersteef.bsky.social
ppowersteef 🌳
@ppowersteef.bsky.social
Dutch, Christian, enthusiast artist and gamedev
https://ppowersteef.carrd.co/

Check out my game #HertenHeld !
Artists Quote your most detailed art!
January 22, 2026 at 6:01 PM
Instant Noodles

#Undertale
January 15, 2026 at 6:46 PM
Almost forgot: My Art Summary of 2025
January 5, 2026 at 6:32 PM
During the process of posting the HertenHeld posts, I've been looking back to give it one more update.

This update mostly adds some difficulity and some challenges for the daring.

ppowersteef.itch.io/hertenheld/d...

Thank you for watching my bluesky posts series

#HertenHeld #gamedev #indiedev
January 2, 2026 at 9:22 AM
And that marks the end of me talking about my game #HertenHeld

Hope y'all enjoyed it

I remember having the idea to have 'Metroid reward' ending screens depending on your prestations, but I got tired doing gamedev.

If this post gets 50 likes I may draw a new ending screen or something idk
January 1, 2026 at 3:42 PM
The grabbing attack also has a lot of quirks and took a lot of time testing. Because it's breaking the usual attack pattern.

One of them is that you can get caught while it's transitioning to the third stage or even when it's 'dying'.

They're still left in because I found them funny
December 31, 2025 at 6:01 PM
Just like all bosses, she was way too strong at the start and had to be tuned down to keep it fair, though I liked how hard she initially was.

So I decided to make the un-nerved variant an optional stronger bonus form.

I plan on making that one more accessable in the next update. (16/15)
December 31, 2025 at 5:08 PM
At her final stage, she's using her last resort, summoning giant vines and shrinking the whole room in the process.
She'll continue this attack until the whole room is filled with these vines, so better defeat her in time.

At the end, she'll surrender and return the forest back to normal. (15/15)
December 31, 2025 at 4:55 PM
At her third stage, she starts summoning monsters while staying in the background. This was inspired from a boss that did a similar thing.
December 31, 2025 at 4:55 PM
At her second stage she swaps two attacks to stronger variants, one of them is summoning a ranged enemy from behind, supporting her. And forces you to move around the room to deal with them.

It's a good thing the Alraune doesn't have a direct hitbox that damages you. (though she didn't tell you)
December 31, 2025 at 4:55 PM
The attacks in her first stage were
- Summoning vines from below
- Throwing three flowery daggers
- throwing two cabbages that turn into enemies.

(Alpha footage)
December 31, 2025 at 4:55 PM
The first passive is a vine slap, as show above.
The second passive is closing the flower with you inside, which happens if you're jumping on top of her.
The third is releasing spores, which will stun
And the fourth one is moving the whole body to grab you
December 31, 2025 at 4:55 PM
She has 4 stages in total.
The first two is the large majority of the fight, she has 3 attacks for each stage, alongside passive attacks that usually happen if you're getting too close to her.

(Alpha footage) (10/15)
December 31, 2025 at 4:55 PM
She only chuckles when idling so her attack patterns won't get interrupted, and there are a few attacks like the dagger throw where she looks serious.
but even if you get hit during the dagger throw, she can't help to make a little smile.
December 31, 2025 at 4:55 PM
Her animations were also a joy to create.
She keeps that playful allitude and is usually enjoying herself during the fight.
She also shuckles whenever you get damaged.

(alpha footage)
December 31, 2025 at 4:55 PM
There was quite some thoughts with the attacks. I liked to have attacks that fit with the character, but also that they should give a variety with the attack patterns it should make. This was an early example of the attacks.
December 31, 2025 at 4:55 PM
The plant started out as a little sprout in comparison. starting in late 2021
I had the idea that enemies should have "realistic scaling", cause to Samantha, she's already twice as big as hers

She was the first example where I had to drop that notion, because you should scale with the screen (5/15)
December 31, 2025 at 4:55 PM
Another big example were the Alura Unes in Castlevania.
They usually were strong enemies with varying attacks, almost a mini-boss. Several attacks have been inspired from them.
December 31, 2025 at 4:55 PM
Her inspiration came from many plant enemies and plant bosses in various platformer games, the first one was Naval Piranha.

I remember this one having a tricky attack with it's vines attacking you from below. Interestingly, he only does that attack if you have your camera positioned upwards.
December 31, 2025 at 4:55 PM
The alraune itself is an OC of mine, created in 2019.
She was already designed to have a "boss-like" or strong presense, while still been playful.

At some point, her lore and HertenHeld's lore started to overlap, so I went combining these factors together.
December 31, 2025 at 4:55 PM
Alright, time to talk about the big one, the Alraune 'Althaea' plant girl boss herself.

This is probably my biggest and favorite boss I've designed so far. So let's break this down for a bit.

more stuff in the comments (1/15)

#HertenHeld #gamedev #indiedev #alraune
December 31, 2025 at 4:55 PM
The roses here in the pre-boss area was inspired by the final dungeon in TTYD, with many rose patterns all around the area.

Alraunes, to my knowledge, also started out as a girl inside a rose, so that makes for a nice extra.

#HertenHeld #gamedev #indiedev
December 30, 2025 at 1:09 PM
The honey pool area serves as a short introduction to a new status effect. It also serves as a little 'Tourian' segment right before the final boss

Several carnivorous plants also appear here, along with many honey sacs

#HertenHeld #gamedev #indiedev
December 28, 2025 at 11:43 AM
December 27, 2025 at 7:59 PM
The extra mode give me opportunity's to get some new level design ideas out there for the existing engine. This contraption was one of them.

#HertenHeld #gamedev #indiedev
December 24, 2025 at 6:02 PM