Sloth-like Man 🦥
slothlikeman.bsky.social
Sloth-like Man 🦥
@slothlikeman.bsky.social
#Programmer & Aussie Expat 🇦🇺

Here for the memes, politics and indie games. Opinions are my own.

Sometimes I make games: slothlikeman.itch.io
Miss Fortune Update:

- Tweaked cat physics to play better on mobile
- Wrapping up tutorial mode (maybe one or two more floors) but it feels pretty good
- Started work on endless mode

TODOs:

- Add music and sound effects
- Improve scrolling
- Displaying final score

#js13k #js13kgames #gamedevjs
September 5, 2025 at 7:04 AM
Miss Fortune progress;

- Fleshed out more of the level
- Added seeded number generator for replayability
- Add a score counter for breakable things
- Added lives and damage (no death screen yet)
- Experimented with some of the cat's animation (would love feedback)

#js13k #js13kgames #gamedevjs
August 29, 2025 at 11:19 PM
Miss Fortune;

Good progress - core concept in place, now I'm designing a "tutorial level".

I am adding configurations which teach the player how survive as the difficulty increases.

I plan on adding an endless mode as well. Just trying to nail the experience first.

#js13kgames #js13k #gamedevjs
August 27, 2025 at 8:26 AM
More progress on "Miss Fortune":
- Added pies
- Bumping items off window sills will earn you points
- Added a shader and accidently made it look nightmarish situation where you are climbing to avoid the water as the building slowly sinks

Next is level design

#js13kgames #js13k #gamedevjs #gamedev
August 21, 2025 at 5:10 AM
#js13kgames #js13k - Progress on "Miss Fortune"

Added some random window generation, and a potted plant. I plan to make the window sizes differ on each floor, and add the ability to knock the potted plants off the window sills.

Breaking things, and disturbing the peace, will increase your score.
August 19, 2025 at 5:45 AM
#js13kgames #js13k #gamedevjs

Concept so far; "Miss Fortune", an alley cat, needs to jump between window sills, avoiding obstacles and causing a little chaos.

I also integrated www.npmjs.com/package/road... as a @vite.dev build plugin, which shrunk my code more by more than half. Big win!
August 17, 2025 at 7:21 PM
That time of year again - #js13k #js13kgames

I'm returning to #LittleJS from @frankforce.bsky.social, and @vite.dev as my build tool.

Working title is "Miss Fortune" - I want to lean in hard into superstitions as part of the theme, and gameplay.

Starting @ 7.66 KB compressed - lets go!
August 14, 2025 at 3:15 PM
#GamedevJS Jam progress:
- title scene
- help scene
- transitions into game scene
- excitable spectators
- head injuries reduce your health, and your score

Still need to work on the clap-o-meter to replace the score count. Also want to add flips for extra points...

#gamedev #solodev @phaser.io
April 25, 2025 at 4:35 AM
I spent my free time the last 2 days trying to better understand #matterjs in the @phaser.io engine.

I'm really happy I've got a semi-realistic Composite for the player riding a unicycle.

For scoring I want to add a "Clap-o-meter" - the more airtime you get, the more applause.

#GamedevJS #gamedev
April 23, 2025 at 4:19 AM
First cut; I plan to work on this more. I want it to feel like a nervous audience rather than a rave.
April 20, 2025 at 1:14 AM
#GamedevJS Jam 2025 progress.

Main mechanics in place, but I don't know if you're catching falling objects, or juggling, or doing tricks.

Still time to explore.

Unicycle & rider is looking a little more phallic than I intended.

7 days, 10 hrs to go...

#gamedev #hobbydev #solodev #matterjs
April 19, 2025 at 4:54 AM
Working on something a little different for #GamedevJS Jam 2025.

You use 2 hands to balance the tightrope walker, performing as many tricks as you can before either the time runs out, or you fall.

First time playing with #matterjs in the @phaser.io engine. Real rough mockup, but having fun.
April 13, 2025 at 9:18 PM
Progress on "Hedge Wizards" - intro screen!

Worked on optimizing validation of legal moves, and reducing the amount of required searches to speed up the AI's turn.

If you'd like to play it, DM me for an alpha build (windows only at the moment sorry)

#gamedev #hobbydev #solodev #Ebitengine #golang
March 19, 2025 at 5:41 AM
Are there horror games out there like the movie "Night at the Museum"?

I have a fear of mannequins, taxidermy, and animatronics. Things moving that shouldn't.

I love museums, but need my hand held walking through exhibits that could spring to life.

Don't say FNAF.

#games #gamedev #horror #museum
March 18, 2025 at 11:38 PM
Intro mockup;

I picture this game is about two grumpy old wizards engaged in a property dispute about the location of their shrubberies.

#gamedev #hobbydev #solodev #Ebitengine #golang

Content packs:
0x72.itch.io/16x16-dungeo...
kenney-assets.itch.io/cursor-pack
coldrice.itch.io/mini-pixel-a...
March 16, 2025 at 11:52 PM
"Hedge Wizard" is getting pretty close to the point where I'd love to send out playtest links. It is a little slow in browser, but very responsive native.

TODO:
- Game over screen
- Show count of remaining hedges
- Some animation & special effects

#gamedev #hobbydev #solodev #Ebitengine #golang
March 13, 2025 at 5:06 AM
"Hedge Wizards" a.k.a a Quoridor clone

Put a bunch of work in today debugging and adding easier controls for human players

Still a bunch of bugs to squash but its very near playable.

I want to polish this up, and then start thing about what's next

#gamedev #hobbydev #solodev #Ebitengine #golang
March 9, 2025 at 2:48 AM
Playing around with some asset packs trying to find a theme.

"Hedge Wizards" is the current working title, after replacing previous fences with tiny bushes.

Tile sets from:
game-endeavor.itch.io/mystic-woods
coldrice.itch.io/mini-pixel-a...

#gamedev #hobbydev #solodev #Ebitengine #golang
February 28, 2025 at 7:26 AM
Sorted out some pathing bugs over the weekend, and am now adding a little aesthetic with some art from itch.io asset store.

I'm not much of a pixel artist, and appreciate those that are making their work affordable while I search for my own style.

#gamedev #hobbydev #solodev #Ebitengine #golang
February 26, 2025 at 5:59 AM
Playing around with AI vs AI - Brute Forcing Quoridor

By manipulating the move heuristic, and randomizing moves that are of equal weight, has resulted in some interesting changes in strategy.

These players are more aggressive when using walls.

#gamedev #hobbydev #solodev #Ebitengine #golang
February 17, 2025 at 7:46 AM
Update for Quoridor

Made a pretty competitive AI using very basic heuristic to choose moves; the cost to the other player for a given move.

Placing walls is controlled by how much distance it would add to the other player to reach a winning position

#gamedev #hobbydev #solodev #Ebitengine #golang
February 16, 2025 at 7:50 PM
Basic AI for Quoridor.

This is brute force move selection; every possible move cost is weighed against the cost of every possible wall that could exist.

if imposed wall costs the enemy moves > an optimal move, then add a wall. Else, move optimally.

#gamedev #hobbydev #solodev #Ebitengine #golang
February 16, 2025 at 2:26 AM
Another nightly update - I think the walls are done.

Quick design detail: I'm using github.com/dominikbraun... as my core data structure.

The board is a manipulable grid, which can be represented as an adjacency graph, seen here with debug mode on.

#gamedev #hobbydev #solodev #Ebitengine #golang
February 14, 2025 at 8:32 AM
Almost done with adding walls in Quoridor. Just have to debug my wall overlapping checks.

Not very exciting yet, but I'm looking forward to implementing more adversarial AI after getting the mechanics locked down.

#gamedev #hobbydev #solodev #Ebitengine #golang
February 13, 2025 at 7:46 AM
Just a real bare bones with the quoridor clone to begin with. About to add walls.
February 12, 2025 at 8:00 AM