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Martisos

@Martisos

Joined August 7th, 2026

  • 15Devlogs
  • 2Projects
  • 1Ships
  • 20Votes
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1h 50m 9s logged

New Challenges :yay:

So today I’ve made 2 unique things. Lagging and Flashlight Mode. Am I proud of those two? Yes! (and no!) I’ve tried to beat the game on every challenge turned on… It’s quite… uhh “almost humanly impossible”. So my debug world takes 8 seconds to beat without anything… With everything I beat it once.

Lagging

So I’ve added lagging to my game because it was too smoth… Of course I’m kidding and the lags are not permament. It can randomly show and limit your fps (depends on level of lag) for 0.5s - 2.5s. It also gives a cool screen effect.

Flashlight Mode

Happy Spooky Month!
Sooo… I’m not that proud of myself here. The idea is REALLY ANNOYING and not really fun. I’ve added it anyways. Move your mouse to see - that’s it. I’ve used (someone else’s) shader to make it. You can still see the cats because it would be impossible for sure (Trust me, I’ve tried). Now you have to operate with your mouse WHILE STILL PLAYING the platformer part. Woooo Spooky Month.

Background

I’ve made background using 5 paralaxes. I think it looks awesome! It was quite annoying to set up all 5 layers but I’ve somehow did it!

Small Summary

When I was creating this project I wasn’t sure if it is a good idea. Now I see that it (almost) is! The challenges are unique and most of them are silly. I hope I’ll be able to finish it (I have less than 2 weeks…)
Anyways: In case I don’t see ya, good afternoon, good evening, and good night! (wherever you are)

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3h 17m 2s logged

I made 4 unique Challenges

Sooooo I wrote some funny ideas for my game. You can find all on my github > ideas.txt, but here are 4 NEW IMPLEMENTED ONES :yaaaaaaay:

Flashbang cat :cat-boogie:

So I thought “How can i distract the player…” and then i got a brilliant idea: “cat… and flashbang”.
Basicly cat spawn of your screen and just explodes.
That’s it. You can hover the cat to make it dissapear, but more of those will come for you. (3 color variants)

Immortal Snail

Yup. It is always behind you. Always.
The higher level of Challenge, the faster it moves. You can easily escape it, but remember… It is always going towards you. (Just slowly flies towards you)

Fall Damge - Dark Souls Edition ☠️

So you know the memes (and gameplay) of DS1 where you fall from 0.1 meters and you just die? I implemented it here! You won’t be able to just jump around… Think about every jump as if it will kill you (literally will). Mix it with Rigid Jump and you are cooked (but it will still be possible to beat)

Random Sprite Animations

That one is not that bad. Your sprite now does a lot of random animations, flips etc. It might be a bit distracting, but it wont kill you.

Is it all???

NOPE :capoo-nope: Of course not. I have planed over 13 more challenges and I hope I will have time to implement everything, then actually make the game playable.
I hope you like (or you don’t -> that’s a silly rage game so it’s better if you don’t like it i guess) the ideas and will play the game soon!

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2h 23m 4s logged

Another 3 Unique Challenges!

Hiiii :yay: I made another 3 challenges for my platformer game. One is another popup and other two are shaders!

“Wanna Keep Playing?” Challenge

It might be one of the best there will be in the game. There is a popup that says “Wanna keep playing?” but there is 50% that it won’t be in english… I find it kinda funny. When you click “no” you just die, and if you want to continue my awesome game you just do that.

“Mirror” Challenge

Sooo kinda explains itself. There is a chance that your screen will get reversed. That’s it. I’m planning to add icon that your screen is actually reversed because now it just happens -> so if you have ad popup visible you won’t see the screen reversing… and you are almost for sure dead.

“Random Shader” Challenge

There is a chance that your screen will apply a random shader. For now I only have 3 of those: grayscale, inverted colors, distortion (that one is the worst).

There will be much more

I now have 6 challenges, and there will be much more. Some of them will be boring and somehow annoying… I know that, but there have to be bad challenges so the good one look more unique or something idk. I have some funny ideas, but if you have something cool let me know!

That’s all for now :yaaaaaaay:

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2h 57m 46s logged

Ultra Custom Platformer

So I started with my super evil plan for the game. The player customizes their own expirience in the game and can feel as much pain as they want. As you can see in the video I have 3 challenges working. Most of challenges have 3 levels, but some will be just ON/OFF. Here they are:

Ice floor

It messes up with acceleration and friction. Silly but not that fun to play with

Rigid Jump

Watch the video. You might see that I can make small jump by tapping the jump key… It’s impossible with Rigid Jump challange! You always jump with the same power even if you just tap the key. That one is evil… but not that hard tbh.

Popups

One of my favourites (of all I could think of). Like in fnaf UCN there are “ads” inside the game. It randomly pops up if the player is on ground. IT DOES NOT pause the game, so the player has to be really carefull… Temporarily L sits in his chair but I’ll make couple of unique popups.

Textures

I did not create them… But the assets looks soooo gooood. Here are the links on itchio:

Player
Tileset

It’s just the begining

So i have 14 challenges in mind. I hope there will be more, but for now i implemented only 3… This will be pure chaos :yay:

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16m 37s logged

Diabolical Idea…

I want to make 2D platformer where the player chooses challenges. Something like in Fnaf UCN.

My ideas:

Easy but Hard

There will be simple level, but player will make it harder.

Challenges

You can see everything on github in my idea.txt, but here are some examples:

  • ice floor - really bad acceleration and friction
  • Popups - random ads(not actually ads, maybe my games and some memes), close with a mouse
  • Lagging - the game will get glitched frame and fps will drop
  • Gambling - you get small animation and you can randomly die idk lol
  • Visual Effects - too much distraction on screen

I am really limited by time this month so I hope I will at least make it playable with some challenges… It will be my second (almost) “professional” game, so I hope it won’t take too much time. I would love to start it today but i’m eepy and it’s already past midnight :eep:

I hope you like the (really bad) idea, I’ll try my best :yay:

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18m logged

Quick README UPDATE

I rewrote the readme, so it’s more fitting to the resources -> “Writing a README that doesn’t suck”… Also added some screenshots to readme.

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Ship

I made a survival, Vampire Survivors-like game! You control a ship that automatically shoots. I had so much fun creating this project—it’s only the second game I’ve ever created on a ‘professional’ level. For the art style, I wanted to try something interesting… imagine a kid drawing this game in their school notebook. I used just two main colors, and I hope the concept comes across clearly. I’m super proud of how it turned down, and I hope everyone has as much fun playing it as I did making it!

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3h 47m 55s logged

I’M DONE

The game is out! I named it PiratINK like I said in previous devlog. I added some stuff, here it is:

Exp Loot

So now there are 3 random sprites for exp. No more yellow rectangle! It’s random, also random scale and rotation so every loot looks unique.

Cleaned project files and code

There were a lot of trash files. I stored there every animation frame, even though i had spritesheet ready. Also code comments and prints.

Cross Update

No more green dot. Now I use special icon with shader!
I think it looks good enough.

README

There is not much there, but small description, instructions and links are inside.

IM SO EXCITED

30 hours is so much for me, I thought I will be working on this for 10? maybe 15 hours… That took a lot more time, but still I think i made really good job in quite small amount of time. Yesterday I was so excited i didn’t record 2 sprites I draw… Ooops. I made resprite for rare card and cross icon…
I had so much fun… and sometimes hard time, but overall it was fantastic. Check out the game <3

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7h 14m logged

(Probably) FINAL DEVLOG

A lot happened, like always. There was a lot of work but I’m almost ready with the project. Here I come with 7 hours of coding and drawing assets. Major things that changed:

THE NAME

I think about… PiratINK….. Yup y’know. Pirating and INK. Something like that.

Main Menu

As you can see in the video there are small animations in it. The waves show in music beat (but for some reason OBS wasn’t recording the intro of music?), then Ship arrives. It floats on the water, synched with waves moving. I think it looks awesome :D

Sounds

There is music now in my game! I used sonatina - infinity-crystal (its on itch). I love how it sounds. This RPG music is doing well in my project and you can feel the battle on the sea.

Large Enemy

Last enemy i had to draw. I think it looks good enought. At first I wasn’t so sure about it, but now i think it’s okay.

Cannonballs

Now there are 6 unique sprites. Also size is random and rotation of each ball, so every feel unique.

And more…

A LOT of bug fixes, game feel etc etc. I hope you will like the game! I’m so close to release and I’m really really excited! Have a great day!

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5h 53m 29s logged

Another Updates!

As always, i made a lot of changes, so I will summarise most of the major ones!

Upgrade Cards got major update!

Upgrade Cards Scene

I’m now using a different scene for selecting upgrades. You can see 5 different card borders (dont look at the rare one, it was a placeholder and it looks terrible, so I will change it in the near future)

Debuffs

It now works perfectly fine! Last time enemies could run away from you instead of slowing down. Other really weird things kept happening… But now everything is under control

25 Unique Upgrade Cards

I have 8 categories of upgrades, but you can get them in different rarities, so you can get a lot of power ups and debuffs to use on enemies!

Main Menu

Main menu has two sliding buttons, it will look cool when i’ll draw a big ship so the menu isn’t that empty.

Options

You can disable: camera shake, water; And you can enable player stats (i don’t think it will have any special styling, just plain text for nerds idk :D)

Medium Enemy Added

As always -> 3 frames for an enemy sprite. I wonder if the player should be able to upgrade their ship to this one… Maybe in some super-giga-epicly-legendary-1% upgrade.

Cannonball Update

Cannonball Range

It’s not that big, but not only the ball disappears when it exit your screen, but also after +-3seconds. I had to make a small animation for it, because if you have a really big camera zoom you could see it just popping up in the middle of nothing.

Particles

It’s small a thing but i think it feels better now with it implemented

That’s not all

I made a lot in those 6h, but school started and sometimes i had to just write code for 5 minutes to get the streak… So I kinda don’t really remember the mini stuff i did lol. But it’s there!

See ya on the sea or something <3

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4h 12m 15s logged

Pirate Game Updates!

I (again) made a lot of stuff. The school started so… Nothing will change (i hope) and I will still be able to work on my small game :DDD.
Major things are:

Enemy Debuffs

You can now draw upgrades cards that change enemy stats! I’m using global scripts to do that, I think the idea is cool and you will be able to combo it quite easily with player’s upgrades

Mini Enemy

I made two things for this enemy:

  • Middle Cannon
  • 3 frame sprite

Middle cannon works differently from Left/Right cannon -> enemy DOES NOT rotate before shooting at you. I think now it looks more realistic? idk

Sprite is kinda cool. I like the oars animation… It’s silly but i like it

Upgrades Menu

In Level Up Menu you can now see your upgrades! The style is only temporary (i know it looks awful but i will change it! Promise!). I had troubles making this one because menu in godot is just pain…

Much more small details!

I did a lot, even small changed matter to me so i’m happy i improved some other, smaller things

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2h 3m 1s logged

General Update

I’ve added a lot of things!

Most of them are really small changes that had to be done to upgrade the experience.

Mainly:

Upgrade Cards Rarities

Now you have chance to get a card based on its rarity!

# 0 - common; 1 - rare, 2 - epic, 3 - legendary
const RARITY_WEIGHTS = {
	0: 40.0,
	1: 30.0,
	2: 20.0,
	3: 10.0
}

So it randomly chooses what cards are left and shuffles them!

Player UI

I mean it’s only two bars but they work perfectly fine. They have small animations and are connected to the player.

Player now collects exp with magnet area

Player has an area where you can collect the exp and it will go straight to you! It’s a small circle and if you catch exp in it, the exp will go into your ship

I have ‘TODO’ list

There are over 20 things i have to do… I know this devlog looks crappy, like i didn’t do that much but trust there are A LOT of small changes.

I hope you like it!

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2h 7m 43s logged

Pirate Game - Testing & Updating

I have much work to do… So i started with probably the major update in this devlog:

Enemy pathfinding.

It was simple at the beginning: Enemy just moved directly at you, and as you can imagine it wasn’t perfect. So I added Pathfinder (NavigatonAgent2D).
Now enemies make space for each others… It still looks goofy and if there’s too many they just bump each other and still kill others… I have to manually change some properties and it will work more efficient (TRUST ME (maybe))

Some icons and cannonball

I drew icons for almost all upgrades and, as you could see in the video, for the cannonball. Someone suggested that player’s and enemies bullets should be different -> yup, i agree i will probably add some shading/light on yours (like in isaac or something). Cannonball sprite looks a bit static so i wanna draw like 5 of those and change it mid-air. (IM NOT AN ARTIST SO PLEASE DON’T EXPECT ANYTHING CRAZY).

Testing

I did a lot of tests and minor changes, so i know what i should work on!

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2h 28m 42s logged

Pirate Game - Textures and Upgrade Cards

I added 10+ upgrade cards (mostly for testing). You can see the stats in top-left corner.

I really like the ship texture. Even if it’s simple, I think the 3 frame animation looks really good.

I also added a shader for the water (also i made the water texture) but something isn’t quite right… I’ll be changing it later! I had to change water’s brightness… Even though i wanted the game to be only 2 colors, I think that’s impossible because you can’t see shi…p. It messes up with the player and i think darker version isn’t that bad (i think).

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1h 22m 28s logged

Pirate Rogue Like Game (late 2 day)

I added upgrade cards system, so you can choose 3 (i made only 2, so there are no 3 on screen…) and then the stats will apply to the player!

Next, I will make a lot of those cards and probably start drawing, because those color rects and godot icons don’t fit at all.

That’s all for today, have a marvelous day (or night)

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3h 3m 51s logged

Pirate Rogue Like Game (day1+2)
So i made basic systems: movement (click to move), enemies spawning and shooting. There are no textures yet but i want to try with some ink/paper design so it will look like a child is playing in his notebook or something.

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