Happy New Year 2026! Let's create things and have fun this year!
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@thirdkeyofsun
Happy New Year 2026! Let's create things and have fun this year!
Happy New Year 2025! Maybe moving forward finally.
Happy New Year, everyone!
Happy New Year!
Happy Patchouli Day!
Testing out new dialogue system that should be more flexible than my original.
Adding details to older backgrounds. On the left is the current progress and on the right is the original.
Happy New Year!! Whatever this year may bring let’s make the most of it! 新年あけましておめでとうございます! 今年もよろしくお願いします。
I’m opening commissions for a while If interested please see: https://hexunart.carrd.co
I’ve just released an abstract background pack! features over 50 backgrounds and its FREE! https://johgames.itch.io/abstract-background-pack Not exactly my domain, but I was experimenting with stuff for another project (I have too many of projects -_- !) Thought a bunch looked rather nice and so I’m giving them away! It was intended for a game, but really might fit for desktop backgrounds, profile banners, album covers, anything really! Do enjoy! Might make more if there’s interest, so let me know if you like them. Twitter
I have started preparing the background for the next stage. It is the forest outside of the shrine gates. It is also probably haunted by wayward spirits.
Happy Patchouli Day! I made a quick, small and unpolished arcade game in honor of her day. If you give it a try I hope you enjoy yourself!
https://writ.itch.io/super-patchoulis-whack-a-koa-64
I have been making adjustments to the current stage. Currently I have increased the speed of the stage itself and as a result adjusted the way enemies time their attacks and the frequency at which they attack. I also changed their health and movement speeds. The stage does feel better to play now so that is a positive! The background is still incomplete but as far as layout goes the stage is almost done. I can then move on to the next stage and worry about polishing the background at another time (likely before a demo is released).
Fleshing out Nemu’s attack phases for the end of the stage.
I set up the ‘candle lantern’ enemies in a section of stage to see how they feel. Sorry for the incomplete background work, it has taken a backseat to finishing out the enemy placement and boss battle work.
Cherry blossom bud enemy animations currently being made! They are a popcorn type enemy meaning they are destroyed in one shot.
Unfinished battle animations for Nemu. There is still a considerable way to go but she is slowly getting there. (**she still animates as a box in some parts of her fight). Wings and wing animations will come near the tail end of this process.