One Crab. One mission. One dungeon. And a whole lot of chaos!

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02:30 PM11/10/25

IRL Devlog, November 6th (0 hours spent):

I needed a day to relax a bit, take things slow, maybe have a nap or two, so I hung out with my parents for most of the day. Naps are underrated, by the way.

019a6e2c-75f7-7037-9722-03ce4dc4a4cd.png
2hr 25min1:14 PM11/09/25

IRL Devlog, November 5th (~1 hour spent):

Arrived in Tokyo today at around 3:30, got to the venue at maybe 4:30-ish? From there, I socialized with my fellow Shiba-ers, selected the components (buttons, joystick, etc) for my game, and overall had a rather peaceful time.

IRL Devlog, November 6 (~7 hours spent):

The official name for SSS dropped today, and the arcade machine husks were unlocked! I spent the day working on my Raspberry Pi--flashing it, getting my game on, connecting it to the audio, etc. Jet lag was hitting me hard, so everything was in slow motion, but I had a functioning pi, a fully constructed machine, and a soldered button by the end of the day.

IRL Devlog, November 7 (~11 hours spent):

*Today. Was. STRESSFUL. All caps for a reason. I had no idea how finicky soldering is; nor how often I'd need a mouse, keyboard, and flash drive; nor how little 11 hours is. I got all the buttons working by the end of the day, a--incorrectly, though I found that out on the 8th...--soldered joystick, and the machine fully deconstructed so it could fit into the box of doom.

Seriously, though. It was 10 PM - 2 AM of hauling that thing, sometimes while running. It was definitely the wrong month to skip exercise for code...*

IRL Devlog, November 7 (~9 hours spent):

I thought the joystick would be easy. Oh, how sweet and naive I was. 9 hours. 9 HOURS TO FIGURE OUT THAT THING. Just to find out that I royally mis-soldered the joystick (shoutout to @xvcf who saved me from my misery). New curse word: Super Shiba SHI--

IRL Devlog, November 7 (~4 hours spent):

Finished the joystick. Mapping sucks. Never again. But the joystick works, the arcade machine is finished, and all is well.

The image is from November 6th, while I was dealing with the pi

`Oh also, hand reveal for everybody not in Japan'

019a68c0-7adb-75c1-bcf6-5b183d917008.png
2hr 20min7:58 AM11/03/25

2 hours - done!

Memories 1 - 3 are translated, removed a lot of print statements that were cluttering the log, and made my tutorial code more efficient

Image is from Excel

019a48b9-35bf-75d0-a651-12d5f4263864.png
GitHubRemoved a couple more unnecessary print statements-6
GitHubWorked some more on the translation, removed a couple of print statements (they were cluttering the log), and made the tutorial frame sequence more efficient (less things to process)+32-7
GitHubTranslated memory 3+48-14
GitHubTranslated memories 1 and 2+46-6
1hr 40min2:45 AM11/02/25

2 hours - done!

I finished translating the introductory cutscene, and the tutorial--yay!

GitHubFinished translating the tutorial+47-25
GitHubFinished translating the intro cutscene, and will now work on the tutorial's translation+43-23
34min10:08 PM11/01/25

Demo 21!

The pearl is basically finished for now--once you are done with the conversation, you can't really do anything else (sorry!). I had to cap it so I could work on translation, which is unfinished.

This is, overall, I really unfinished demo, but I wanted to show where I am at. If anybody knows Japanese, please try out the game and let me know if anything was mistranslated

Turn up your volume, click on the disk, and have fun!

GitHubContinued translating the introductory cutscene, and added a disclaimer that the Japanese translation is incomplete+38-2
2hr 17min5:18 AM11/01/25

2+ hours done!

I translated the credits and began translating the introductory cutscene. I also added a setting to switch back and forth between Japanese and English,

GitHubStarted translating the introductory cutscene, and messed around with sizing so that the Japanese text would look normal.+40-10
GitHubFinally fixed all the bugs with the language switcher+10-3
GitHubImproved my code for starting the game in English+4-2
GitHubGave the player the ability to switch languages+44-7
GitHubTranslated the credits scene+140-71
3hr 51min5:48 AM10/31/25

2+ hours - done!

I finished the pearl frames (for now--I want to add a battle and a good ending), and began the task of translation. Uhh 3 hours later, I have only translated the main menu because of Godot shenanigans that may or may not have included multiple crashings, an Excel spreadsheet, installing WAYYY too many extension onto VSCode, and 12% battery left on my computer.

I am concerned for the fate of my game

The name of my game will remain in English--that is a choice, not a mistake. Partly because Google Translate equated it to "Cave crab fisherman"

019a38ce-9b3e-7c32-a45d-8ea2361b6f4a.png
GitHubMAIN MENU WORKS!!!!!+38-2
GitHubWorking on the Japanese translation, specificially for the main menu+101-21
GitHubI debated on making level 5 a fighting level, but I do not have enough time for it.+1-12
GitHubGave the info corner an outline for level 5 and editted where the first portal will spawn.+14-3
GitHubFixed a bug where, for the first split-second (AKA delta), the ghost's HP would be <NULL>/<NULL>+3
GitHubFinished the pearl's frames, and am now adding the battle portion to level 5.+58-5
2hr 8min6:01 AM10/30/25

2 hours - done!

I polished the pearl's and memory 5's storyline, along with adding some more frames to the pearl.

GitHubAdded even more frames to the pearl, along with polishing a bunch of the old ones. I also polished memory 5 a bit.+28-16
GitHubAdded more frames to the pearl animation and editted memory 5+96-18
GitHubCommitting before I do anything awful+2-1
1hr 11min6:26 AM10/29/25

2 hours - done!

I got the game demo-ready (lots of littles polishes), and worked on A LOT more frames for the pearl.

Also, I forgot to send this in the demo message: lol get rekt playtesters, level 5 is just a flashbang. GOOD LUCK--!

Attached image is of the pearl--each Pearl-for-text contains around 3 - 5 frams T-T. The playtesters are going to hate me.

019a2ea4-b52a-7b1a-84e2-d1669f1cdf30.png
GitHubAdded more frames the pearl, and editted a bit of the pearl frame logic.+247-23
56min12:13 AM10/29/25

FIRE IN THE HOLE! WE'RE SENDING DEMO 20!

This one has the new level 5, new memory 5, updated credits (again), and a bunch of other awesome things that I can't be bothered to remember!

You may ask, "How did you do all of this in less than 10 hours?!". For which, I can only say, "I didn't. This is a 16 hour demo since I really wanted to get a fully-fleshed version out there." I hope the 5 playtesters--plus the two who refuse to finish their playtests--enjoy!

Turn up the volume, boop that spinning little crab, and have fun!

GitHubFixed an issue with the level 5 audio, added another thing to credits and got the game demo-ready.+43-15
2hr 23min6:34 AM10/28/25

2+ hours - done!

  • Got the pearl to a functional and, honestly, rather nice state
  • Connected level 5 to the main game
  • Edited the scrolls to output some (purposely) weird stuff (a bunch of question marks) for all the enemy info

Might send out a 16 hour demo tomorrow, might not. Who knows anymore

019a2986-5aa1-7541-97ae-6cc78cdb6381.png
GitHubEdited enemy sprite size for level 5's "enemy"+2-2
GitHubFixed the scrolls for level 5 and actually removed the cloudy undersprite+24-14
GitHubFixed all the bugs now, removed the crab's halo, and got the audio to work nicely+24-14
GitHubImplemented something that is basically "await animation_finished or down_pressed" and figured out how to use connect().+8-4
GitHubAdded unique music for level 5. Working on pearl.gd to move to the next frame after an animation is complete (currently non-functional)+60-21
2hr 31min3:51 AM10/27/25

2+ hours - done!

All this time was just me getting the pearl to work, which was successfully completed! I still have one or two more things I'd like to add/fix, but it's really satisfying to see it be basically functional

GitHubFixed two of the remaining bugs+17-17
GitHubFigured out the issue. It was just the the pearl was ALSO being paused, which is rather bad.+5-16
GitHubI think it's worse now. Connect() is almost as bad as textures+27-10
1hr 60min2:52 AM10/26/25

2 hours - done!

I worked on the pearl tritagonist, but struggled with the AnimatedSprite2D playing and down press actually changing the frame. :( So it's not done (or really functional) yet, but it's still progress.

Will post a demo once I have it working (even if the animation is still a WIP)

019a1e6e-3854-71ba-bbd5-4c28db5265e8.png
GitHubThe pearl is still non-functional (the animation doesn't play), but it's better than before+20-8
GitHubWorking on the pearl discussion aninamtion--currently non-functional+206-1
GitHubWorking on the peal tritagonist+119-8
GitHubReplaced the zoomed-in mushroom in memory 5 with it's own asset.+78-4
2hr 2min5:00 AM10/24/25

2 hours - done!

'Twas a busy day:

  • I worked on memory 5, as it didn't feel satisfying enough--the story just didn't flow. I might make more edits, but it's ok-ish for now

  • Edited the intro scene so it would be more accurate to the lore.

  • Worked on level 5 by adding an "end" (close the box in which the player can move). I also added some ominous cracks to the level.

  • Edited the credits some more to include the support from #1250-yaps and the organizers of Shiba.

  • Since the credits were getting long, I allowed the player to scroll down via the arrow keys

  • Finally, I changed all enemy's (except for the warbles) HP scripts to the same one, renamed a couple things in the script so it's more universal, and deleted the now obsolete scripts.
GitHubChanged all enemy's (except for the warbles) HP scripts to the same one, renamed a couple things in the script so it's more universal, and deleted the now obselete scripts.+34-50
GitHubEditted credits to be more accurate, and gave the player the ability to scroll down through the credits (using arrow keys)+38-5
GitHubForgot to mention in the previous commit: I added an asset, "cracks.png," for level 5, and moved all level 5 assets to their own folder. Now, I've put cracks.png into level 5, and it looks pretty good.+8-1
GitHubEditted memory 5 as it didn't feel satisfying and changed a couple of things in the tutorial for accuracy.+140-22
1hr 21min5:29 AM10/23/25

2 hours - done!

Art took me forever and a day, and I messed around with bluetooth Wii remotes as controls to see how a joystick would work. Only art was successful--I couldn't connect Wii joystick/remote to the game, so I'm just going to hope that joysticks aren't too difficult to connect to the Input Map.

019a0f8b-642e-7590-8d21-392becbb03e8.png
GitHubUpdated credits and added better sprite for memory frame+56-8
GitHubMade the basis of memory #5, along with one frame drawn+101-2
2hr 12min3:36 AM10/22/25

2 hours - done!

I thought I had to write a title for this (in the "Write what you added here..." area) and deleted the 2-second old version of this devlog, but I just had a brain fart. Oh well, here's the original message

In a nutshell:

I did some more work with level 5, adding in a wall that can break. I also did some fixes to (hopefully) make the game more efficient.

TODO: Work on memory 5, the tritagonist, finish level 5, add it to to main game... oi vey

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GitHubFixed a couple of small issues with level 5 that I didn't catch in the last commit (oops)+9-6
GitHubAdded a new font for the game's tritagonist (I think that's the appropiate term) of the game, and put a sample of it infront of level 5's mushroom.+48-1
GitHubAdded the wall collisions I wanted for level 5's breaking wall, and I put the broken ground sprite in it's appropriate place in the file system.+23-7
GitHubWorking on a breaking wall.+67-13
GitHubI put the main camera2d for the player in player.tscn. I then removed it from all the levels (as it was no longer needed) and reused its script for the white halo under the player in level 5.+31-44
GitHubBegan making level 5+105-3
1hr 52min6:15 AM10/21/25

2 hours - up!

I finished memory 4 today!! It's in, it's all synced up (until I decide to tweak it), all game-breaking bugs regarding it have been removed. It's a good day in level 4 :)

Since I don't know what else to add for now (playtesters, let me know if there is anything you'd like to see), I started working on level 5. THIS is the final level.

There will (still need to work on it) be no enemies. Just 1 last lore tidbit (since memory 4 was getting too long) and one hard decision. I have a special plan for the wall in front of it's collision shape.

See ya tomorrow!

019a0568-5d48-7898-8d92-ae9a5b0558cf.png
GitHubI made background black via project settings.+5-35
GitHubFixed a new bug with memories.gd, deleted the "More coming soon" frame from memory 4, and added the cloudy effect to the memories.+14-20
GitHubFinished memory #4 and fixed a bug in memories.gd+44-2
GitHubAdded an image for another frame+57-2
23min2:27 AM10/20/25

2 hours - done!

I worked a lot on memory 4, and made it autoplay. The timing was a bit finicky, but, after awhile, I figured out the perfect amounts for each frame (and deleted a couple to so some frames could have more showtime, while still remaining in time with the music).

Although I deleted a frame (or two? I forgot), I made a few more. The lyrics were the hard part, though, but I also managed to figure that one out after awhile.

GitHubSmall changes+4-3
1hr 32min12:53 AM10/20/25

Demo 19! We're getting really close to 20 now...

Memory 4 is still unfinished, but I'm putting it in anyways as I still wan to see what people think so far.

Since last demo, I've also changed the Sost's movement--they are much more dangerous now, as they charge at the player once they are in range.

Turn up the volume, tap that spinning little crab, and have fun!

GitHubChanged the zoomed-in mushroom sprite for memory 4+39-5
GitHubContinued memory #4 and made it autoplay+160-12
GitHubAdded another frame asset to memory 4, and added two more frame's worth of lyrics (I need to make an image for the extra frame of lyrics)+86-4
2hr 36min2:25 AM10/19/25

2+ hours - done!

I continued adding frames to memory 4, and re-did the lyrics of the bard's tale to fit with the music

Additionally, I made the Sost's movement more interesting by making them charge at the player when they get too close (AKA in the circular Area2D)

There were some small fixes here and there as well, but those two are the main ones

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GitHubAdded some crab-talk to the memory text, fixed a bug with the ghost sprite, and made the "comfort-zone" radius smaller+25-8
GitHubChanged the ghost movement code, and now it's so much better!+6-8
GitHubDid a couple more edits to the lyrics (mostly just the font size), and figured out a sleek solution to my issue of ghost moving+34-11
GitHubWorked some more on memory 4 (there's now a new frame) and changed up the lyrics to match with the background song.+65-6
GitHubMessing around with ghost movement--I don't like what I've currently done with it, but I'm going to continue trying things out till it feels natural (and less random).+10-4
27min12:06 AM10/18/25

Demo 18! This is a 6 hour demo, so I should hopefully get 3 playtests.

This demo doesn't have memory 4, because it's unfinished and confusing right now. It'll probably be added in the next demo. :)

Turn up the volume, pat that disk, and have fun!

GitHubMade the level 4 timer shorter and removed the (now unnecessary) information chunks of text on levels 2 and 3. Level 4's is greatly reduced.+12-42
3hr 19min9:29 PM10/17/25

2+ hours - done!

I worked on an "enemy information" scroll that would tell the player the relevant information, along with a "blinking" effect to transition from one scroll to the next.

In other news, I also replaced all instances of ".iskeypressed(...)" with ".isactionpressed" so I can (eventually) make the key rebinding feature.

GitHubReplaced all instances of .is_key_pressed with .is_action_pressed so as to be able to rebind keys later on.+32-13
GitHubSecond version of the scroll, and now it looks much better+54-28
GitHubFinished the first non-buggy (so far) version of the enemy info scroll+31-50
GitHubWorking on a second scroll containing enemy information.+228-7
52min5:08 AM10/17/25

2 hours - done!

It's mostly art for memory 4, which is why this devlog will only have 40 minutes attached to it. However, I'm happy with the result--I got out of my art block and just drew.

In bullet-point form, though:

  • Did 1h20m of art--specifically, 3 big and complex frames for memory 4
  • Messed around with code to get memory 4 to work
  • Put memory 4 in level 4
0199f092-179a-719c-9fbe-b33ef0277358.png
GitHubCreated the third bar frame for memory 4 and added it in, along with some lyric's for the bard's song.+53-1
GitHubContinued working on memory 3 by adding the next frame of the memory.+39-1
GitHubStarted working on memory 4--I have made the first asset+45-1
1hr 40min2:18 AM10/16/25

2 hours - done!

Today was polish day (noooo), and, as such, I replaced a lot of art, moved hitboxes around, fixed things I was putting off to a later date, etc. Not as bad as I thought it would be, actually. So yay :D

(In the attached picture: I decided to put an arrow in level 2 to direct the players to the mushroom and bunny box)

0199eacf-90ca-794e-a496-d14308e73163.png
GitHubI did a lot of polishing+15-48
GitHubMade the ghosts take damage when shot at+78-5
GitHubReplaced the art for the ghost summoner+180-9
3min10:33 PM10/14/25

Demo 17! 17 is actually my lucky number, so I have a good feeling about this. :D

I worked a lot on level 4 and memory 3, so do let me know what you think.

Turn up the volume, tap the disk, and have fun!

1hr 35min10:28 PM10/14/25

2 hours - done!

I finished memory 3, replaced the previous ghosts/slug-thingys with just one type, and worked on that ghost/slug-thingy.

I also messed around with enemy hitboxes (limmis, ghosts, and I think even the bleegs) and made a few changes to the ghost summoner.

In the image below, you can see how much the ghosties love me

0199e4d6-fe0e-7e38-be80-012e592ba707.png
GitHubAdded more summoners to level 4 and did some related edits+26-10
GitHubFinished up memory 3 and editted limmi collisions+80-4
GitHubRemoved the now-useless ghost1 and ghost2, along with all of their spriteframes and instances.+1-751
GitHubCreated an "evil spirit" ghost (scene) and made the summoner only produce it.+366-20
2hr 25min2:00 AM10/14/25

2+ hours - done!

I made the moving enemy I mentioned before--they will be in the form of past adventurers who didn't survive the level (AKA ghosts). I also made a summoner that pops out a ghost every 5 seconds :)

That's about all I remember for today

0199e071-c71e-7459-9389-d19be64eb0ae.png
GitHubMade something to summon the ghosts (using placeholder art for now)+58-3
GitHubMade ghost #2--it's a goblin ghost with a small collision box and large-ish range. I also randomized the HP of the ghosts.+383-8
GitHubFixed all the bugs--ghost 1 is complete+33-15
GitHubMaking a ghost enemy; however, the movement and animations are, currently, very buggy+482-10
1hr 22min1:48 AM10/13/25

2+ hours - done

I had to do a LOT of art today (hence all the artlogs), but the good news is that memory 3 is almost done! I just need to make the mushroom close-up look like the mushroom in game, which I want to move before I start drawing.

Also, as a side note, I (finally) replaced the Minecraft moss! It's been bugging me for awhile now, and I'm glad I finally took it off the todo list.

As the final side note, I'm thinking of adding random-movement enemies, (like the bleegs and limmis) to level 4. Currently, it feels too easy. But that's a later problem, I suppose.

See ya in the next log!

0199db41-4855-79a0-b9d6-862e86becbe8.png
GitHubWith all the drawings for memory 3, it started to get crowded, so I made them their own folder. In other news, I also drew a lot of frames for memory 3 (that's why there are so many new files).+246-18
GitHubRedid frame 2 of hospital, now. Will continue on working on the rest.+47-5
GitHubRemade frame 1 of memory 3--the remaking of the rest are coming soon.+37-3
GitHubFinally drew my own moss. I replaced the minecraft one with the one I made, and editted the credits to say as such.+7-40
59min12:39 AM10/12/25

2+ hours - done!

  • In level 4, I added the timer mentioned before
  • I then connected the timer (using a global variable) to the stairs for level 4
  • Afterward, I wrote a quick forewarning--describing the very unfinished-nature of level 4--and popped it into a RichTextLabel on that level
  • Finally, I worked a bit on memory #3.

yippee

GitHubWorked on the crab-talking element of memory 3, using placeholders for the memory until I work up the movitation to draw it.+92-8
GitHubFixed two bugs: 1. From basics-of-dungeoneering.tscn, one RichTextLabel was too big and brought forth the scroll wheel (NOOO). Now I've increased the textbox size, and it should be fixed. 2. I found out that stairs_for_level_4.gd took the player the the scroll, even though I didn't wan it to. Fixed the bug--apparently, I forgot to add the "safety boolean" (if ... and 1 == 2) for the function that called call_deferred("switch_levels"). Whoops! That's fixed now, at least.+9-5
1hr 18min9:43 PM10/11/25

Demo 16! I did a lot of work on level 4, but it is a work in progress, so please be kind! I'm honestly worried about my score tanking because of it :sobspin:

Turn up the volume, boop the disk, and have fun!

NOTE: If the demo you are playing does not have some of the features I mentioned in my devlogs, go to [https://shiba.hackclub.com/games/U09B7QHNGCC/Cavern%20Crabber] and play the most recent demo FROM THE DEVLOG AREA. It doesn't update sometimes, and I don't know how to fix it :(

GitHubSmall change before I send out the demo: I improved the instrustional text on level 4.+8-7
GitHubImplemented a timer and the stairs for the level. Only issue is you can't really leave to anywhere. So it show's the regular dev message ("level 5 is still in the works..." etc)+124-17
2hr 17min2:57 AM10/11/25

2 hours - done!

The bug took less than 10 lines of brain-dead code to fix. I am honestly shocked that it took me so long to figure it out.

But anyways, I also allowed the relu to move to the player when it's done it's set of shots. And I made it invincible--I think this will be a "survive for X number of seconds before leaving" level.

GitHubAdded some bones and a broken spear to put in the level 4 entry corridor+119-1
GitHubI created "turn around" and put it in level 4 so as to make the mood more immersive.+36-3
GitHubMade the relu move (and change animations accordingly). Added in-game that it's health is inifinite.+77-6
GitHubFixed the issue with only a few lines of code. Honestly surprised that I didn't think of this before.+8-7
3hr 16min2:49 AM10/10/25

2+ hours - done!

I'm working on the level 4 enemy: the relu. I've coded in the animation, but I'm now encountering difficulties with the bullets and their collisions. I willfigure it out though. For now, enjoy the unkillable relu's dancing. :)

GitHubAdded collisions to the relus, and now it's conflicting with the bullets, which is a bug that I'm working on fixing+19-4
GitHubI mainly worked on the relus:+130-223
GitHubWorking on sprite for level 4 enemy--the relu+458-12
2hr 15min11:31 PM10/07/25

2 hours are up! I did DDR:

  • [D]ecided to add an entrance that I will fill with bones and whatnot.

  • [D]ealt with more bugs regarding the bullet shooter.

  • [R]eally dreading the art that I will have to do...
0199c104-1cbf-71de-ab7d-73229bfdf89b.png
GitHubAdded an "entrance" area for level 4, and I plan to fill it with bones and "turn around" signs. Hopefully, it will heighten the mood (which, although is good, can always be better).+71-10
GitHubMade something to shoot the bullets, and am reworking my environment idea for level 4+332-236
3min10:32 PM10/06/25

Demo 15! I did a bit of polishing here and there, and (BEFORE ANYBODY ASKS), yes, I will be making a volume/SFX control sooner or later.

Turn up the volume, click the disk, and have fun!

NOTE: If the demo you are playing does not have some of the features I mentioned in my devlogs, go to [https://shiba.hackclub.com/games/U09B7QHNGCC/Cavern%20Crabber] and play the most recent demo FROM THE DEVLOG AREA. It doesn't update sometimes, and I don't know how to fix it :(

GitHubChanged up the loading image, added comments to the bullet script, and did a couple changes/fixes to the memories and level 4.+104-10
2hr 23min10:26 PM10/06/25

2 hours - done!

Updates:

  • Coded up a bullet
  • Worked some more on level 4
  • Fixed a weird bug with the information corner??
  • Added some rocks and moss to level 4
0199bba1-3396-7221-bcf0-3baa94c7b157.png
GitHubMade bullets with a placeholder image, and the editted level 4 environment a bit+96-35
2hr 5min5:14 AM10/06/25

2 hours - done.

Updates:

  • Memory 2 complete
  • Edited how the scroll looks

That's all I remember

0199b7f1-3875-7735-bf53-07727ff3f1e5.png
GitHubNOW finished memory 2 (for the time being), and changed the font size of the ability increases on the scroll.+88-29
GitHubEditted the mushroom-half-eaten-zoom image to include the rocks from the background. Also, there is still more to be added to the second memory--I forgot about a certain frame when I wrote the last commit.+75-201
GitHubMemory 2 is now complete!+142-13
GitHubEditted the sound for the death animation (it was far too loud before), and added a cloudy effect to the memories.+42-4
3hr 43min1:03 AM10/05/25

2 hours - done!

For the most part, I added more sound effects and combined memories with the mushrooms. Now, when you click, you get 𝖯̶𝖳̶𝖲̶𝖣̶ flashbacks.

I guess wasu byita isn't such a great amnesia potion... but it is an incredible spicy sauce.

GitHubCombined the memories with the mushrooms (still have more to do--this is not a bug-less commit)+147-41
GitHubAdded a speech bubble for memory 2, and another frame to the memory 2 sequence+55-5
GitHubAdded sound effects for button changing, button selection, and enemies dying.+137-55
GitHubAdded memory 2 (minus a couple of frames/drawings that I still need to make)+90-20
GitHubMade a new memory, will code it in soon+34
16min8:48 PM10/02/25

Demo 14! Wow, there's been a lot of these

Okay, so, mainly, I've just done some bug fixes, along with a couple of fixes to improve clarity. Hopefully, it will make the experience better.

Turn up the volume, press the funny lil disk, and have fun!

GitHubFixed a lot of bugs, for the most part+26-16
1hr 57min8:09 PM10/02/25

Okay, so I did a heck of a ton of bug fixes for this one:

  • Messed around with textures (AGAIN) but finally got a result I was happy with (until I submit a demo, and find out that t'was all for naught)

  • Changed the scroll text to "PRESS SPACE TO CONTINUE" rather than the (wrong) "PRESSS ANY KEY TO CONTINUE"

  • Thanks to a lovely reviewer, I found out that when the player dies on levels 2 or 3, the heighted damage stays. So I fixed that (which, consequently, fixed a couple of other bugs I was dealing with).

  • I finally conceded to the many, MANY requests to allow the person to restart the level when they die. Which led me to another bug--the global level variable changes before the actual level changes. This used to be okay, but now, because of the new feature, I had to fix it. Such led me on a wild goose chase to figure out "WHERE DID I PUT GLOBAL.LEVEL += 1?!" As it turns out, all my Ctrl + Fs had a typo in them, and THAT'S why I couldn't find it. Whoops.

Those are all the ones I could remember...

GitHubFinally got the GIF centered (on the website, not in-GIF)! It looks much better now
GitHubTried to fix the loading GIF to be a square and did a couple of things with the scroll+1-1
2hr 33min4:43 AM09/29/25

Demo 13! I only got to add 1 memory, but that's okay. Turn up the volume, press the disk, and have fun!

GitHubMessed around with the death particle effects--I'm happy with this (though I might change the limmi's later to something darker)+3-3
GitHubFixed textboxes, added credits to the moss, and added some rocks to level 3+64-15
GitHubFixed the textures (again)--this is rather important, so I'm commiting now.+2-8
GitHubMushroom banaza! I've added a half-eaten one in level 2, with a dash of foreshadowing...+297-25
34min1:45 AM09/29/25

Adding memories! After each level, a memory will be unlocked... buuuuuut I still have to code it. I got the basic idea though, and am implementing a memory scene

01999325-05d6-7825-b9f9-81c3832cece1.png
GitHubDoing a lot of small things+235-32
2hr 31min11:49 PM09/28/25

Demo 12, and I hate textures (even though it fixed all my problems). You know the drill: Turn up your volume, press the spinny thingy, and have fun :D

GitHubFixed the mushroom sprite+3-5
GitHubNew and improved rocks, and new moss (taked from online, will probably replace soon)+63-44
2hr 21min7:36 PM09/28/25

MAIN UPDATE:

Made the ground + collisions for LEVEL 4!! I'm finally happy with level 3, so I'm going to the next

SIDE ISSUES THAT I'M FIXING:

  • Adding nature (mushrooms, rocks, moss) and trying to make it look natural
  • Figuring out how exactly to implement more lore
  • Figuring out how the level 4 boss will work

A lot of figuring out... but it shall be done!

019991d3-3e76-743d-b576-971d5233fabc.png
GitHubRocks, moss, level 4 enivironment, and more!+427-23
3hr 49min1:44 AM09/28/25

guess what I added. Here's a hint: it starts with lore and ends with stuff.

LOOOOOOOORE STUFF!!! WOOO

Using the PLACEHOLDER (they are too ugly to be anything but) mushrooms, I've coded up some interesting lore

... what are you talking about?! these mushrooms are perfectly innocent. They most definitely haven't, y'know, done a crime. Like murder. They are just squishy little beans that haven't done a thing wrong.

GitHubmessed around with mushrooms+155-71
GitHubbig limmi - done mushrooms?? - may get rid of+478-16
36min7:09 PM09/26/25

OH MY GOSH I SENT OUT THE WRONG DEMO, I AM SO SORRY! Here's the right one with, and here's the original message:

Demo 11 (I actually checked this time)! Here are my main changes/updates/fixes:

  • Added phase 2 to limmis
  • Added death particle effects to all enemies
  • Changed the disk icon
  • Started making the file structure easier to navigate (too many scripts... too many scenes...)

Turn up the volume, press the NEW funny little disk icon thingy, and have fun!

GitHubMade the file structure a bit clearer and added a death animation to the limmis+63-53
2hr 7min6:17 PM09/26/25

Okay, so here's my recent "doings that are now done:"

  • Coded in the particle effects
  • Realized that the phase 2 limmis will be too hard, and just changed "phase" two to be a permanent wall (I think I'll make MEGA-LIMMIS or just special ones that drop the original phase 2)
  • Changed the animation for the cavern crabber discs to a spinny thingy.

... that's it. goodbye.

0199873e-daa9-72f4-95b1-3e0dd524af0e.png
GitHubDecided to make everybody's lives easier by making level 3 easier. Instead of little limmis, we now have "walls" which are just their balls.+134-2
GitHubDeath animation particle effects! Currently, it is only coded into the warbles, but all enemies will have this.+122-9
GitHubFixed an error--the audiostream for the game over screen couldn't find "game_lost_song.mp3" because I changed it's path.+1-1
3hr 27min6:30 AM09/25/25

Devlog time!

Because I really didn't want to draw, I instead worked on the tutorial text for a bit (tried to get it to flow out, rather than a static block of text that just... appears), but then decided (AFTER TWO HOURS OF WORK :sobspin:) that I didn't like it.

So instead, I... didn't draw. I gave the limmis a "phase 2" mode and it makes level 3 SO much better! :D I'm super happy with how this came out. It's fast, deadly, and furious (see the video).

Next on the todo list: make enemy death particle effects and, now, make phase 2 attack effect.

The art is never ending...

GitHubMade the limmis have a phase 2/ I also originally tried to make the text in the tutorial a stream, but after wasting an hour on that, I just deleted everything because it looked ugly and wasn't working.+442-50
GitHubWorking on making the text write out in a stream. I want to add a feature when pressing the down arrow skips to the end of the stream, but it's rather difficult.+21-7
GitHubFixed how the walls look+59-66
6:50 AM09/22/25

2 hours - done!

Also, as was said in the demo, I've

  • Made the walls more visible (thank you so much for the suggestion, anonymous reviewer!!)
  • Changed up the bg music for the fighting areas
  • Finished the tutorial

AND, MY FAVORITE FIX:

  • Remove the ability to retry a level. GOOD RIDANCE! Now my game can be a bit harder :D
1hr 47min6:47 AM09/22/25

ooo I think this is... demo 10? I don't know anymore XD

I've fixed the tutorial to my liking, and I've made the walls more visible.

Not only that, but I found a REAAAALLY nice bg music on Pixabay for the fighting areas (and tutorial, for now), so turn up your volume and let me know what you think! :D

GitHubChanged the music, got rid of tries, and did some bug-fixes+142-160
2hr 6min6:55 AM09/21/25

Two hours - check!

Tutorial done - almost check! I need to add some audio and a way to leave the basic dungeoneer-ing guide. But that's not too bad--easy fixes/additions.

See ya in the next one!

GitHubFor the most part, I finished the tutorial (minus the audio and a couple other things)!+176-59
3hr 39min6:27 AM09/20/25

Okay! So, remember how I made the tutorial? I spent 3 hours today remaking it. And it's not done yet, but it's going to be great!

Plus, I added some more funny expressions on the bunny--I have high hopes for this tutorial! :D

019965ce-458e-7ce0-916b-d8545f6ceff1.png
GitHubChanging up the tutorial entirely+328-202
GitHubMore frames... reworking the tutorial... and then the lore... yippee+356-91
51min6:52 AM09/19/25

2 hours, up again! I made the tutorial (with the bunny from the boxes!!) and added it to the main menu (see the video). I definitely need to add music, but that's a later problem.

I also just realized I left some test boxes in level when when I sent out the demo... whoops. THIS IS NOT A PERMANT FEATURE!! Level one is easy as it is :sobspin:

Anyways, I'm dead tired, so I'm going to call it a day. Good night! :D

GitHubLots of bunny sprites for the tutorial, plus a bit of code to go through it. Not much to note.+510
1hr 18min5:51 AM09/19/25

Demo 9! I'm still working on the tutorial (VERY much a WIP), so it hasn't been connected to the main scene control yet. But, rest assured, I'm working on it!

34min6:01 AM09/18/25

RECAP OF THE DAY:

  • Finished my two hours (noce)

  • Fixed a REALLY annoying bug with the powerup colors. The color of the crab, when the same potion was stacked, go away before the ability.

  • Fixed another really annoying bug with the powerup colors. This time, when you did speed, then strength, after the strength faded away, there'd be a split second (delta) of normal color (but with the abilities), and then it'd go to the green of speed.

  • Added the first frame of tutorial (without code).

So, I've basically flipped my todo priority list XD

NEW TODO LIST (highest to lowest priority):

  1. Finish tutorial
  2. Get a good lore song
  3. Add more powerups

With that being said, though, I think I satisfied the "add an element of randomness" requirement for random week (with the bunny boxes--they now randomly give either HP restorer, a speed buff, or a damage buff). Woohoo!

I don't know what to put as the screenshot (again), so here's some code (again)

01995b69-5ecd-7e8e-bc35-f4aa2c9f63d5.png
GitHubAdded tutorial sprite, among other things+56-6
1hr 4min3:20 AM09/18/25

Demo 8!! Turn up your volume, click the disk, and bask in the glorious new loading image :D

GitHubForgot to add this to the previous commit... removed the spare (testing) boxes from level 1.+1-14
GitHubFixed a bug where the color of the crab, when the same potion was stacked, go away before the ability. I also changed the godot icon by mistake; however I like it, so it's now a feature.+92-12
GitHubOKAY, now Update to readme+1-1
GitHubUpdate to README, among other things+28-6
56min3:46 AM09/17/25

Two hours up again! Main accomplishments:

  • Finished v1 of the lore scene
  • Added strength potion + code
  • Fixed a couple of potion related bugs

TODOS from highest priority to low:

  1. Add more potions
  2. Get a better song for the lore (plus maybe voices?)
  3. Add a tutorial for the player (featuring the bunny merchant!)

There's a ton of little things to do as well, but those are later problems. Or "whenever this becomes a bug" problems.

Anyways, here's a video showcasing the speed and strength potions (note: I only added a line up of boxes for the video--unless something changes, they will not be featured in level one)

GitHubAdded placeholder music for the lore, a strength potion sprite, and a skip button for the lore.+124-16
1hr 9min12:19 AM09/17/25

LORE DROP!!! (+ placeholder music for the lore)

Let me know what you think of how I displayed the lore!! I'm looking for feedback on it before I add the non-placeholder version of the music.

1hr 38min6:45 AM09/16/25

Okay randomness! I've been wanting to add this feature for a bit now, but I was procrastinating. But no longer!

Introducing... random helpers in ZE BUNNY BOX!

Half the time you'll get a full heal, the other, an insane speed boost for 10 seconds.

Keep posted, because I'll be adding some more soon! If you have any suggestions--I know, I know, BOUNCE, I'm working on it--send me a message!

(I didn't know what to put for the screenshot, so here's the code...)

01995145-a784-76ac-9b80-f70dea1d2d44.png
GitHubThe player can now, officially, go speedy gonzales 1 out of every 2 times they open the bunny box.+40-7
GitHubbox folder and now a speed potion sprite+97-14
GitHubenvelopes, lore, and mischef+68-5
GitHubEnvelopes and lore+131-3
2hr 27min1:39 AM09/14/25

Here's my... 2 hour demo? I'll admit to being rather bumfuzzled, but excited nonetheless

GitHubWorking some more on LOOOOORE+203-30
GitHubAdding the lore to the game >:)+367-15
40min5:18 PM09/11/25

DEMO TIMEEEE

I waited for a little whiles extra, but now I'm ready to announce DEMO 5 with tons of balancing changes and a whole new attack style for level 3! Additionally, there is a main menu and credit screen for which I'm really proud of.

Turn up your volume, press the funny little disk, and give it a spin!

58min11:11 PM09/10/25

Devlog for challenge: "Implement a life system with revive mechanics and add multiple music tracks for variety."

I'll admit, I don't like this one--I believe that players should get one chance, and one chance only to complete a level. However, I have been getting reviews that say the levels were difficult, so I've implemented a two-try system (sort of a middle ground): for each level, if you die, the whole thing resets and you are "revived." If you die twice in one level, then it's game over and the game resets.

As for adding a various music tracks, I've added a unique track for the main page/credits. Additionally, there was already a unique track for the "game over" page, so I think that's this is a reasonable amount of variety for now. :)

Attached is a video highlighting the revive changes, with a couple seconds at the beginning demonstrating the music.

20min8:55 PM09/10/25

Devlog for the challenge: "Add visual indicators for combat actions to enhance intuitiveness."

I already had an attack animation, but now, there's a dodge! I'm not 100% happy with it, but it will do for now--I don't know what else I could do for it anyways. If you have any ideas (that don't take 5 hours to make), shoot me a message on Slack!

GitHubAdded a dodge animation+51-6
1hr 9min5:20 AM09/10/25

(A little early of a devlog, but I am, once more, rather happy with my work)

Hmm... this is an interesting challenge:

"Implement visual cues for attacks and damage - add animations for attacks and flashes when hit for player and enemies."

The players and enemies already have animations for attacks (crab has it's pinchers come out; warbles shoot out their tail; bleegs emit gas; and limmis create lava).

I do not, however, have hits for anything other than the crab. And, wouldn't you know it, I found out that pixilart.com can create a sprite sheet from my frames (see the previous artlog)!

So I made in the last artlog an animation that I've now put on all my damageables, with the color modulated a bit, depending on the main color of the damageable. And, after fixing a couple of bugs, it's perfect!

P.S. I forgot to specifically mention WHICH challenge I completed in my last devlog--it was the "Add diverse combat elements (e.g., ranged attacks, traps) for the crab to engage players and enhance gameplay engagement," challenge, where I added the static lava that could be summoned by enemy limmis.

GitHubAdded a slice effect when a creature with HP gets attacked (for the challenge)+367-21
1hr 13min12:09 AM09/10/25

OO this challenge can at THE PERFECT TIME! I just finished up making a new type of attack for the limmis (mentioned in slack, but I'll say it here too): they now produce lava (and can't directly attack you)!

The lava is a static enemy that stays where it's summoned for 10 seconds before cooling off. If you stand on it for >2 seconds, you will get a third degree burn, dealing 5 damage.

Yes, I spent awhile on this, and no, I do not care that its only one level that people will go through in under a minute.

GitHubAdded REVERB to make the sound effects sound like they are actually from a cave+23-11
6hr 9min7:30 PM09/09/25

WHAT'S NEW:

  • Added main page
  • Make buttons work (oh my god they were being difficult)
  • Randomized the attack sound for the warbles and crab (sound from @Cisco!!)
  • Randomized the dodge sound (sound from @Cisco!!)

And, a tragedy occurred last night--I made levels 2 and 3 easier, and buffed the dodge. HOW SHALL ̶M̶Y̶ ̶H̶E̶A̶R̶T̶ OUR HEARTS RECOVER?!

01992ff5-a30e-70ce-9389-ae39d85a2169.png
GitHubCreated the main menu!+737-93
GitHubI got the limmis to create lava! Now there's a new enemy, and the level is properly difficult+238-89
1hr 19min11:16 PM09/04/25

10 hours are up and I'm tired, so I'm going to keep this short. There is now a level 3, but it is a work-in-progress, so please rate it as such. And, same as usual: turn up your volume, click the DVD, and have fun!

GitHubI made a limmi! They are the enemies for level 3. I'm now going to populate the level with them, add the level to the main game, and add a couple of bunny boxes (maybe a merchant? The bunny of venice...)+320-3
GitHubWorking on level 3+281-37
1hr 54min8:16 PM09/04/25

Sorry for the early devpost, but I've got some big(ish) news!

I AM MAKING LEVEL 3, and it IS a simple maze (it kind of looks like a microscope...)!

I'm excited to see what y'all think!

0199165f-d88b-7a5e-b59a-4bbbe631e508.png
GitHubFixed a big with the box where if you pressed space without actually being anywhere near the box, it opens. Also added another lore image+66-5
4hr 56min1:54 AM09/04/25

Working some more on playtester suggestions--a while back, one of them mentioned...

"I really hope that the levels will be more like a labyrinth instead of just a straight line. "

It's a long process to make a labyrinth, though, so I've only dabbled with the idea. Case in point: I've added an alleyway for the player to wander down. But, why add an alleyway with nothing in it, when, instead, I can kill three birds with one stone:

"... the second level was impossible..."

"... powerups could be really fun ..."

Down the alleyway, there is a box containing a HP restorer! That should make the level easier AND introduce powerups into the game.

NEW TODOS:

  • Make the bunny on the box into a reoccurring character (maybe a merchant?)
GitHubSome reviews said level 2 was near impossible, so I made a box containing a health potion! The potion restores all HP--hopely, the level is easier now,+136-5
GitHubI've changed the environment so that it is no longer a straight line! There is now a little hidey-hole that I will be putting a surprise in.+162-34
GitHubThank you Cisco (from Slack) for the lovely music! I've added into the between level scene and added in the corner a credit to Cisco+33-2
GitHubWorking on the scroll scene (and commiting now since the next commit is special)+45-2
GitHubActually added it in now--I forgot to do that last commit...+8-1
GitHubWorking on a scroll that will change the levels. Also fixed that annoyingbug where the web version of the game is smaller than the in-app.+166-6
GitHubMessed around with the game-over screen audio, and after seeing how it looks in-demo, I made the darkness bigger (will find a better solution later).+37-12
2hr 6min12:08 AM09/02/25

Okay, so I may have gone overboard and spent ~15 hours on this (including art). But I'm really, really happy with it so far!

Turn up your volume, give it a go, and if you liked it, maybe give me some 5s and a shomato!

GitHubCoded in the attack animations+93-4
GitHubAdded all the attack frames, now I am going to code them in+273-8
GitHubMerge commit '47a7bbe5cafe6c7e91025ce1d71c5f8b00ac9e2c' Working through some more issues with version control--the git terminal is much better than Godot's Git Plugin.+1-1
GitHubLore image number 2! I need add this to an animation, but I'll do that once I have all the frames in place.+34
GitHubUpdate README.md+1-1
GitHubChanged the background music and added folder to put all the lore sprites. So far, one sprite is in the lore folder.+171-28
4hr 17min11:49 PM08/31/25

I'm running out of time to make the crab's special ability, so, instead, I made a dodge ability with the best whoosh sound effect I've ever heard. For it to work, you have to activate the dodge within 0.05 seconds of the attack. Accuracy is key!!

Additionally, I speed everything up (except for maybe the attacks). The warbles are faster, the bleegs are faster, and the crab speeds up with every level (for which there are only two so far).

And now, drumroll please, ...

There's a NEW DANGER--gas! It's static (not going to be poofed out of the bleegs, despite original plans), but it's very big and very dangerous.

So, who ever sent this:

"It would be more fun if the game had other enemies, maybe traps or triggers that could damage the player and be kind of static instead of just having enemies."

I hope this fits the bill! 💖

And as a final note... attack animations are coming. Very, very soon...

GitHubAdded a sound effect to the bleeg attack, and dodge ability for the crab (with sound effects as well).+167-17
GitHubI fixed the gas--it turns out, the problem was that the scene wasn't in level 2, the Sprite2D of the gas was. THAT'S why nothing was happening. Whoops.+17-12
GitHubAs requested, I made the warbles collide and the enemies faster. Additionally, I added pinchers to the left and right crab animations. Started working on the gas code, too. There were some minor adjustments here and there, but that's about all.+118-70
GitHubI forgot most of it to be honest... but I DID make a gas sprite that will be used as an enemy (it's a bit complicated, but I got a plan)+114-39
1hr 22min11:19 PM08/30/25

I. FIXED. THE. BLEEEEEEG!!

it's perfect.

kinda.

not really.

But at least they can't escape anymore!

0198fd47-628d-77cd-bd44-966f303ab9e6.png
GitHubDid a lot of sound effect things and worked on the bleegs (bleegs not done yet)+339-145
1hr 55min1:59 AM08/30/25

(Again, a sub-3 hour update, but I did a couple things.)

𝘾𝙧𝙖𝙗 𝙪𝙥𝙙𝙖𝙩𝙚𝙨

  • The crab can move in 8 directions
  • The crab has an attack sound

𝙒𝙖𝙧𝙗𝙡𝙚 𝙪𝙥𝙙𝙖𝙩𝙚𝙨

  • The warbles have an attack animation
  • The warbles have an attack sound.

𝘽𝙡𝙚𝙚𝙜 𝙪𝙥𝙙𝙖𝙩𝙚𝙨

GOOD NEWS (for me): I've made the attack animations for the bleegs.

BAD NEWS (for me): I'm remaking the bleeg code entirely. This is far, far too cursed.

𝙂𝙚𝙣𝙚𝙧𝙖𝙡 𝙪𝙥𝙙𝙖𝙩𝙚𝙨

  • I've added a "game over" screen for when the player looses (with a sad sound effect!!), and a way to restart.
  • Working on a super secret NEW ABILITY for the crab--don't worry, I'll post what it is when I send out my next demo (maybe, depending on how many bugs there will be).
  • Thanks to a helpful discussion with @Manav, I have a couple of ideas for powerups.
  • NEW TODO: Make everything faster. Every. Last. Thingy.
GitHubForgot to add this in the previous commit, whoops! I also added a sound effect when the player dies+27-1
GitHubAdded a game over scene and a way to restart.+74-5
GitHubMade the 8 directional movement and added a snap sound effect when the player attacks+217-22
1hr 48min6:58 PM08/29/25

(Not 3 hours yet, just posting my TODOs)

Thank you for all the love, guys! I hear y'all loud and clear, so here is my "to-change" list

  • Make the crab move in 8 directions [almost done]
  • Add attack animation for the crab, warble, and bleeg [will complete after finishing the 8 directions]
  • Add more abilities to the crab [I have some ideas]
  • Make the music softer, or at least add a music bar [Made softer, bar is pushed to "will do in final stages"]
  • Add a background image, behind cave (and also clear up the misconception that the crab is, at any time, underwater. I'm honestly a bit surprised that it came off like that) [not started]
  • Add noise when hitting and taking damage [will do VERY soon]
  • Make level-up animation/move to next level better [will do soon]
  • Finally, FINALLY tell players the lore in-game [want to do so, so badly--did you know the crab has, get this, a backstory?!]
  • Powerups [needs brainstorming]
  • Make the enemy attacks more unique, other than unique animations [needs brainstorming]

This is quite the list, so wish me luck!

0198f732-2df0-703a-9f1f-a6cefa2282fa.png
GitHubUpdate README.md+5-151
GitHubWorked on crab diagonal movement/animation. Currently have the down-right and down-left done+207-22
GitHubO-kay so there was a bit of a panic there, and the code is slightly worse now, but, hey. It works. Kind of.+198-23
18min5:42 AM08/28/25

Super Subtle Shiba Reference

On the stairs to the next level, the last (darkest) step has the "Shiba" written on it in morse code. It's a bit small, so you might need to zoom in. If you are having trouble seeing it, send me a message on Slack and I can directly share my PNG image of the stairs.

Anyways, here's the demo! The bleegs still CAN leave, it's just harder for them. I'm still working on it, as well as a better level up notification and a whole heck of a lot of other things. Please, o great playtest overlords, be kind on this poor, sleep deprived mortal

3hr 31min4:18 AM08/28/25

I. AM. STRUGGLING.

Bleegs don't want to stay within bounds, got a scare with Git and GitHub (curse you, Perry the Godot Git Plugin!!), oi vey.

But I shall persevere. At least the git is semi-fixed...

0198eee6-3d1f-78bb-a596-c229e90047ae.png
GitHubRevert "I think I fixed the bleegs! They don't run off now :D"+19-24
GitHubI think I fixed the bleegs! They don't run off now :D+24-19
GitHubWorked on level switch instead of the bleegs. Now, I'm going back to the bleegs.+55-36
GitHubWorking some more on the bleegs+35-10
1hr 46min10:23 PM08/27/25

I'm making level 2 (because I'm so, so tired of making art) and, so far, have made 6 Bleeg enemies who gang up on me in the video.

BLEEG VS WARBLE

Attack time: 0.7 seconds VS 1

Damage: 3 damage vs 2

Walk: Diagonal (+ randomly decide if the diagonal is up or down) vs boring straight line

Currently, the bleegs have a nasty habit of leaving the playing field, which is a bug I'm trying to solve.

Afterwards, I'll give the game the ability to switch the levels.

GitHubWorking on making the level 2/the level 2 enemy, a bleeg.+210-5
GitHubMade the stairs--they lock and unlock now, with a message under it explaining how to unlock the stairs.+97-7
GitHubWorked on crab movement animations for the most part. When the crab goes left, it turns left. Up, and the crab goes up. Etc etc.+150-25
14min1:53 AM08/27/25

I know it hasn't been 3-4 hours yet, but here's a video version of my changes from the last devlog--I've compressed it from 4.48 MB to 2.45 MB, so it should work now

5hr 20min1:29 AM08/27/25

Alrighty, update time!

For a very non-artsy person, many of these changes were stylistic, like...

  • Changed font to Silkscreen (a beautiful pixel text that works wonderfully for the game)
  • Added (red!!) HP bars to the enemy warbles
  • Added an info corner at the top left of the game to display need-to-knows (player HP and warbles left)
  • Gave the player different move animations (left, the player turns left)

And the non-stylistic changes include...

  • The player can now die (RIP the thousands of crabs that were used in testing)
  • The warbles can move back and forth
  • The warbles collide with walls/borders.

... In hindsight, I should've posted more often.

I'm having trouble sending a video of the changes, so a bunch of images smushed into one will just have to suffice

Screenshot 2025-08-26 182718.png
GitHubDid some more artsy changes+358-42
GitHubWorked on text and text font--now every warble has a HP bar over it's head, there's an enemy counter, and all text is in the font "Silkscreen" (https://fonts.google.com/specimen/Silkscreen?categoryFilters=Appearance:%2FTheme%2FTechno)+257-72
5hr 49min4:49 AM08/25/25

NOTE: Previous zip didn't work, retrying!

The 10-hour timer is up, and I've got my prototype! Tell me what you think, and hope you enjoy!

P.S. Give me some ideas on what to name the crab/main character! Crabilicious, maybe?

GitHubI added background, boarders, a way to kill the warbles, camera movement, and music.+272-58
3hr 47min2:30 AM08/24/25

I finished the tutorial! Now I'm working on the game, rather than getting used to GoDot. So far, I've added an enemy (I call them warbles) and the ability to rid ourselves (hide) of one of them.

Screenshot 2025-08-23 192653.png
GitHub(Didn't commit/push properly last time, so here's a repeat of the message and maybe a successful commit and push) Finished the GoDot tutorial and am now actually working on the game+254-11
GitHubFinished the GoDot tutorial and am now actually working on the game
37min1:30 AM08/23/25

Cavern Crabber is on GitHub, and now there is an actual crab!

Screenshot 2025-08-22 182638.png
GitHubInitial Commit+2801
010:54 PM08/22/25

Installed Godot and Hackatime correctly (finally), and have changed the description just a tinsy bit.

Screenshot 2025-08-22 155358.png
08:52 PM08/22/25

I finished the shiba tutorial, and will be setting up GoDot and Hacktime soon

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