Marco Zedler
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rakanu.bsky.social
Marco Zedler
@rakanu.bsky.social
🇨🇭 Based in Switzerland 🏔️ Solo #gamedev #indiegame #pixelart #sound #metroidvania
After defining all areas and sectors, I begin by roughly setting the sub-rooms of the sectors. A lot will change, but it's important to have a plan first. It forms the basis for setting up rooms in my room editor add-on in the engine. #gamedev #solodev #metroidvania #indiegame #schweiz
February 16, 2026 at 9:59 AM
I am currently experimenting with different approaches to creating tilesets. It's a challenge. But I am clearly moving away from the approach of making perfect seamless tiles, prefer something rougher and more unpolished. #indiedev #solodev #pixelart #metroidvania #gamedev #gamedesign #switzerland
February 11, 2026 at 8:36 PM
#Godot makes it really easy. With two clicks, I can convert a sprite into a simple quad mesh with (8x8 subdivided), add a wobble vertex shader, and I have exactly what I wanted. #gamedev
February 5, 2026 at 5:15 PM
Surface glitter effect for free. The water surface line is too thin and therefore breaks. #gamedev #steamdeck
February 4, 2026 at 2:03 PM
I played around a bit with C++ and GDExtension. Outsourcing my water simulation routines resulted in a 4x performance improvement, so it was worth it. #gamedev #godot
February 2, 2026 at 7:03 PM
Initial tests on the Steam Deck. Lighting and effects are expensive, so I really want to make the performance suitable for handheld use and without the fan roaring. However, we live in 2026, it won't be an OpenGL game, I will allow a few special effects gimmicks. 😜
#gamedev #steamdeck #metroidvania
January 31, 2026 at 10:24 PM
Back on the road in the test area. A new enemy lurks in the dark. #indiegame #gamedev #godot #metroidvania
January 4, 2026 at 2:20 PM
I can't help myself. 😌 But I really wanted to create a tearing of the net.Still real-time polygons, so not suitable for mass use in level design. But a few per screen are absolutely no problem.
#indiegame #metroidvania #pixelart #gamedev #solodev #schweiz #godot
January 3, 2026 at 2:21 PM
Today I experimented a lot with various effects and methods in Line2D. 😅Of course, all of this looks rather chaotic, and none of it is final. But I'm looking forward to integrating all of this into the gameplay.
#gamedev #godot #pixelart #platformer #metroidvania #scifi #solodev #schweiz
January 2, 2026 at 6:49 PM
reaction and placing sprites in the line
#godot #gamedev #pixelart
January 2, 2026 at 2:53 PM
This morning I created a node to create hanging tendrils. Looks quite okay. Freely configurable in the editor, including idle animation and collision effect, gravity, number of points, etc. Based on Line2D and is quite performant despite using #GDScript
for realtime point calc. #gamedev #godot
January 2, 2026 at 12:42 PM
That was a bit of a pain: dynamic polygon collision shapes that adapt to the tentacles. I had some problems with triangulation error messages, but now it's running well.
#godot #gamedev #scifi #platformer
January 1, 2026 at 3:24 PM
Yes yes, it still looks really ugly, but the procedurally generated tentacles (Line2D ) already look okay. No shaders are used; the polygon points are calculated by the GDScript. Still performs sufficiently. Next step: make it beautiful B)
#gamedev #indiegame #metroidvania #solodev #godot #scifi
January 1, 2026 at 2:42 PM
The answers can be found in the unfathomable depths of this world. But beware, you might not like them.
#indiegame #metroidvania #pixelart #darkscifi #swissgame
November 10, 2025 at 9:03 PM
Today I experimented again with environment settings, mixing 2D and 3D scenes and colorgrading. I learned a lot.
(nothing in this picture is final)
#gamedev #indiegame #godot #pixelart #metroidvania #switzerland #schweiz
November 7, 2025 at 4:40 PM
Vulcan Forward+ on an old Nvidia GT775M is hard :D A few shaders and render targets are already fully utilizing the GPU, and the frame rate drops to 15-20.
#godotengine #gamedev
October 31, 2025 at 7:20 PM
You will not find a way out of this cursed world without losing yourself.
#pixelart
October 22, 2025 at 9:52 PM
Further experiments with fake lights, layers, tiles and shaders. I'm slowly gaining the ability to create the mood I imagine.
#pixelart #gamedev #indiegame #2d #solodev #godotengine #metroidvania
October 14, 2025 at 10:13 PM
If you find yourself in an unfamiliar place, trust your instincts.
#metroidvania #indiegame #gamedev #godot #pixelartyq
October 4, 2025 at 11:17 PM
With waterfall and sound. #godotengine
October 1, 2025 at 12:59 PM
I really like the atmosphere. If anyone is interested, the tilemaps are created in b/w and I color the grayscale dynamically with a shader. I think this could help me later on to design different areas in the game.
October 1, 2025 at 11:14 AM
Experimenting with tiles, styles and (fake) 2D lights. A little bit closer to what I imagined, but not quite yet.
#pixelart #godot #gamedev #indiegame #2D
September 29, 2025 at 9:37 PM
August 11, 2025 at 9:00 AM
Iteration of the pilot-suit. I hope this now seems distinctly feminine. 😅 #pixelart #gamedev #indiegame #solodev #2D #metroidvania #godot
August 10, 2025 at 12:35 PM
Scifi-suit one. I quite like the first draft. I notice progress in my skills, even though I'm still extremely slow. But it doesn't seem impossible to draw a pixel art character anymore. 😅
#pixelart #gamedev #indiegame #metroidvania #solodev #2D #godot
August 9, 2025 at 2:30 PM