Hollowed Priests of the Forgotten God, a cover for a short TTRPG zine I made for a Vaults of Vaarn game jam - https://koboldskeep.itch.io/hollowed-priests-of-the-forgotten-god
Lineart by Animatrix1490 - https://www.artstation.com/animatrix1490
NASA

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2025 on Tumblr: Trends That Defined the Year
Mike Driver
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Cosmic Funnies

shark vs the universe
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Not today Justin

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#extradirty
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"I'm Dorothy Gale from Kansas"
Misplaced Lens Cap
sheepfilms
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@koboldskeep
Hollowed Priests of the Forgotten God, a cover for a short TTRPG zine I made for a Vaults of Vaarn game jam - https://koboldskeep.itch.io/hollowed-priests-of-the-forgotten-god
Lineart by Animatrix1490 - https://www.artstation.com/animatrix1490
This Way Madness Lies trailer (now on Steam)
Last month I skipped because half of it was making fanart. Same with this month too, so this combines the two.
May and June were mainly on asset creation and decoration for Chapter 2. All parallax backgrounds are completed, all decorations are placed, the exceptions to that being sub-areas: the toxic tunnels of the mines, and the hives belonging to rock roaches. More bugs were spotted and taken care of. The autotiler was refined further. Poppin and Jupa do less weird things when squished by blocks.
* WHAT’S NEXT?
What’s left for chapter 2 is placing remaining assets, fixing the rest of oversights. Testing and applying some changes to a couple of enemies (making them harder) and the boss (to give you more opportunities to hit him).
Dialogue still needs to shortened in a few spots, and I’m sure I’ll find more problems in my own test playthroughs.
* WHY DID THIS TAKE SO LONG?
Along with taking a break to work on Tiera from May 2022 to February 2023, this chapter was when I started working on additional glove types for the gadget box and fleshing out the functionality of the pause screen and elements within it, including the minimap and equippable items, and overall changes to the design, like differences between Poppin and Jupa.
Basically I worked on a lot of stuff that isn’t directly related to Chapter 2; that’s why it’s taking so long.
* NOTES ON DEMO
My rational back then was to figure out more of the overall structure so I can make save files more consistent, but at this point I feel like its too much content on top of chapter 1 for a public demo. There are levels where I feel that’s more appropriate, but I’m deciding to work on that later, after polishing this up and starting on chapter 3.
I do make some timelines for how long stuff would take. I think I’ve gotten more realistic with estimations… but it’s not realizing Chapter 3 would be nearly 50 weeks of straight work. The demo level I mentioned, which is a side area you can explore outside the main plot, would take 16 weeks to create
.* RAMBLING
I’ve become okay with how much I’m putting into this, since it’s just something I want to exist.I don’t have a lot of huge hopes of it taking off when I look at so much other work out there, that look great to me, and yet I barely hear about them. I kinda feel like that applies to just people and life in general. I think all we can do is spend the time we have on the things we care about and leaving something behind. Some people go with a kid, and my characters are like that to me.
This post has gone on too long, I think I’ll cap that here, thanks for reading.
Long way down...
Promotional art for Trellis. If you want to know more about the game where you solve puzzles to help this little robot keep his plant alive, go check out the link!
i spent the last month making a 3d metroidvania for a jam!! and you can play it now! so go play it !!
https://rittzler.itch.io/pseudoregalia
- overgrown -
what did you dream about last night?
next thing to do is to add lil guys that run away… they’re just the same model as the temp one for the boss right now. I’ve also added rocks that they’ll avoid and the boss can smash thru, and the player can too if boosted
the demo actually doesn’t have any enemies that use pathfinding, but here I’m using A* Pathfinding Project by Aron Granberg. what I think’ll be fun is the boss can power up somehow if it eats enough guys, so you have to try eat enough of them yourself as you run…
‘Wanna join our party? We’re off on a quest too!  What say you fellow adventurer?'Â
 ’…’
‘What? Cat got ya tongue? Haha-a wait no where you going?? Come back!'Â
VIDEO >>Â https://www.youtube.com/watch?v=fa38CI5Ikuw
First floor of a dungeon for an upcoming Knave TTRPG game I'm prepping. I used a JavaScript generator that can run in your browser here: https://koboldskeep.itch.io/dungeon-room-generator
VIVIDLOPE !
presenting vividlope, a game i've been working on for the past year and a couple months
you control cerise, who has to paint a goal percentage of the stages to a target color. there's a caveat - if a tile is connected to another tile by its edge, you can walk from one to the other regardless of the angle, changing your gravity in process, spinning everything all over! the enemies can walk over the stages like you do as well, so keep your eyes peeled.
the game has a power meter mechanic, which lets you go faster if you stay on the move and keep changing the tiles. it also allows you to enter the bonus phase and complete the stage 100%, giving you a better rank. this is demo'd on the clip above, where i obtain a perfect P.
i'll be posting updates and gameplay snips on this blog. a major announcement is looming on the horizon, so look forward to that!
The rusting carapaces of the last few war machines of the Bull’s dread army are reclaimed by root and rain.Â
it’s a cellphone 📶 - Cellphone - 3D model by lampy (@lampysprites) [cf18613]
swamps : vengeance
Ah hey! I just realized I hadn’t posted this yet. This was from early this year for @lightgreyartgallery‘s ROBO Show! One of those last-minute rush jobs that came out alright :)
Ystra the Astral Witch