Ultimate Walrus
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ultimatewalrus.bsky.social
Ultimate Walrus
@ultimatewalrus.bsky.social
Indie game developer & retired 10x programmer, working in Godot

i like masocore, atmospheric, isometric games, cool shaders, and nice crunchy pixels

He/him
rail combo mechanics inspired by HYPER DEMON!
February 6, 2026 at 12:29 AM
adding some actual game mechanics! you can absorb the marbles to get more power (note: this is heavily inspired by HYPER DEMON's mechanics, see more in next video)
February 6, 2026 at 12:23 AM
more sound! i used @kyuubi777777777.bsky.social 's BandMod VST for the enemy death sound (the FM thrumming at the end)
February 4, 2026 at 9:05 PM
added an array of splash sounds! (i bought them from ZapSplat then sorted them into small, med, big splashes pitched them around etc). splashes are general purpose now, so i should get SFX and particles smoothly scaled to however i decide to perturb the water surface :)
February 4, 2026 at 6:02 PM
got lowpass working in Godot's audio bus!! was actually pretty easy. just listen to this
February 4, 2026 at 2:45 AM
the UI now makes it clearer where things are in 3D space. (this is something i've iterated on in previous games Vertico / Vertabyss)
February 4, 2026 at 1:43 AM
added splash particles!
February 4, 2026 at 12:05 AM
enemies and player now perturb the water surface
February 3, 2026 at 5:56 PM
killable enemy! check out the ripple physics
February 3, 2026 at 5:55 PM
destroyable weakpoint
February 3, 2026 at 4:50 AM
added ambient bubbles. it looks cool when you swim up a tower of water...
February 3, 2026 at 4:44 AM
bubbles!! when i got them looking right i was so giddy i started giggling
February 3, 2026 at 4:01 AM
figured out a shader for enemy bodies. it changes color depending on relative depth
February 3, 2026 at 1:27 AM
been having to unexpectedly take care of a sick cat, but i'm back on this!
i got compute shaders handling the water surface now -- 128x128 nodes are iterated 32 times per frame to propagate the waves!
February 2, 2026 at 5:48 PM
adding player movement/torpedoes! they're still a little glitchy, plus i think the water reflections / sky looked better before...
January 31, 2026 at 3:47 AM
sand
January 31, 2026 at 3:45 AM
finished light dappling. it's a prebaked 3D texture, but it repeats seamlessly in x, y, and time
January 31, 2026 at 3:45 AM
improved light dappling
January 31, 2026 at 3:43 AM
my first pass at light dappling. the shader knows where the water surface is and doesn't dapple light above it
January 31, 2026 at 3:42 AM
oil drops now float to the top, look cool.
i'm implementing player logic i've iterated on in two previous game jams for an isometric 5DOF shooter. can't reuse the code though, different engines
ultimatewalrus.com#vertabyss
January 30, 2026 at 5:40 PM
by the way the game will probably be called "Kersplash!" probably should have put that first but oh well.

here is a bug where i forgot to zero my mouse mickeys. classic...
January 30, 2026 at 5:30 PM
wrote my own oil shader. i'm proud of it!
January 30, 2026 at 5:28 PM
ditched my old water shader in favor of a modded version of the excellent shader from marcelb which allows both SSR and transparency at the same time by manually re-implementing SSR
github.com/marcelb/Godo...
January 30, 2026 at 5:27 PM
reused some shader code from BIGBOMB
January 30, 2026 at 5:24 PM
initial water surface done via feeding an array into a shader
January 30, 2026 at 5:24 PM