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hen

@hen

Joined June 19th, 2026

  • 16Devlogs
  • 3Projects
  • 1Ships
  • 7Votes
Solo developer. Yippee
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9h 1m 56s logged

DEVLOG 13

Sprites and stuff

  • Not much to say here. Aside from game balancing, I’m starting to draw out sprites for the game in order to make it more appealing to the players and for whoever is looking at the devlog. Yeah I see you.
  • If you’re curious, I’m drawing all of the sprites myself on Clip Studio Paint, and the linework/coloring will be largely inspired by flash-era games like Alien Hominid and Castle Crashers. (But I can’t draw that well…)
  • Timelapses should be on Lapse if you’re interested. https://lapse.hackclub.com/user/@hen
  • Stick around… again!
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8h 59m 18s logged

DEVLOG 12

harry potter or something

  • I’ve said this line in a number of devlogs before, but… BLOOD is meant to be both a currency and health, in order to increase the risk in decision making.
  • In this wave of updates, I added abilities, which consume BLOOD but deal massive amounts of damage. Later abilities also grant movement.
    – Using an ability takes up both your health and currency for future upgrades, but in return you can kill enemies or clusters of enemies for a greater net payout. It can also be used to get out of bad situations. The caveat is to use them wisely, as using them too quickly will leave you weakened.
  • I also added animated icons, but OBS was being too laggy… I still attached some images though.
  • The majority of the gameplay loop is done, so redrawing everything is a very high priority at this moment. Stay tuned!!! The game will look VERY different.
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5h 12m 49s logged

DEVLOG 11

But wait, there’s more…

  • I added two new enemy types:
    – Tank: Takes more hits to kill, does more damage, collides with the player (forcing the player to either jump over them or risk HP killing them for big bonuses). Encountered at 500m.
    – Shooter: Slightly more health than a base zombie, and rapidly shoots fast projectiles for the same damage. Sounds annoying, but encountered at 1000m, by which point the player should be either strong enough to facetank it, one-shot it, or attack it from afar with abilities. You can parry the bullets, but it’s very hard. Perhaps it could be extra rewarding.

  • I think this is going to be all the enemies I’m adding in this version, the reason being that I want there to be an end goal (2000m distance) without getting too complex.
    – The enemies will get higher health and damage as the player travels further, but that will be it.

  • The game is designed around punishing carelessness as well as awarding deliberate decision-making. In an earlier devlog, I mentioned that all obstacles and enemies will be the same each run (for each player). In this sense, the player improves in skill at the same time that they buy upgrades; two improvements per mistake.

  • These are still not the actual sprites… As soon as the gameplay and UI are done, it’s going to be a cramming session of drawing. I just figured out how to use Lapse so maybe you can find my work there. Hint: I posted a video already :)

  • Stay tuned for more…

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8h 42m 50s logged

DEVLOG 10

  • The gameplay loop is being further developed… there’s upgrades now! In an earlier devlog, I mentioned that there was a mechanic called REVENGE which drained your blood for a strong, temporary boost. In contrast, UPGRADES are an alternative that gives you small, permanent boosts, but sets you back to the starting position. The point is to choose which path fits your style!

  • I also added a main menu, but the background is coming soon. As a reminder, everything art and music related will be human-made, without AI.

  • If you have any feedback, let me know!

  • Stick around for future updates :)

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10h 5m 20s logged

DEVLOG 9

In an earlier devlog, I mentioned that I wanted “BLOOD” to simultaneously act as currency, health, and possibly ability points. I also wanted peak blood to play a role as not just a leaderboard stat, but as something important to gameplay. With that in mind, I drafted the following systems: REBIRTH and REVENGE.

  • REBIRTH: When your BLOOD reaches 0, or you end the run early (preserving blood and peak blood) to buy upgrades. Upgrades cost both BLOOD and PEAK BLOOD, so you can either continue using blood to keep the run going (acting as a larger health and ability pool, and having a chance to get blood / peak blood even higher), or end it earlier to spend it on upgrades.

  • REVENGE: Available upon DEATH. Requires PEAK BLOOD to be greater than 100. Continue the run by setting your BLOOD to PEAK BLOOD. BLOOD and PEAK BLOOD will drain to 100 in 30 seconds, but the duration is extended or lowered from BLOOD gain and loss. In exchange, the player has enhanced stats for the duration of REVENGE. 

~

In this sense, the player is forced to gamble their resources at all times, at stake to skill but unbeknownst of future obstacles. I believe this will make for a very engaging gameplay loop, but playtesting needs to be done to ensure it’s not frustrating or too punishing. However, I don’t know of any loops similar to this. If it’s the first, I am very excited for it.

~

For Devlog 9, I added buttons that appear on death for REBIRTH and REVENGE, where the former will reset the map and revenge will keep the game going. I also implemented tooltips with these buttons for more in-depth explanation when necessary. However, I recognize that this can eventually make the game text-heavy, so an in-game tutorial will be in the works.

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And of course, these buttons will have custom assets! As a reminder, although some code is AI-generated, ALL OF THE ARTWORK, SPRITES, 3D MODELS, AND MUSIC ARE AND WILL BE COMPLETELY HUMANMADE.

~

Stick around for future updates :)

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6h 16m 18s logged

DEVLOG 8
There is DANGER…

  • The enemies are actually real instead of menacing vocaloid pears!!
  • The first type I introduced is a zombie, which can…
    — Run toward the player
    — Jump over obstacles (with a varying height according to how high the obstacle actually is)
    — Kill.
  • I’m actually pretty proud of the jumping solution (though maybe a professional wouldn’t like it…)
    — First, the zombie casts a raycast in front of itself, from its feet. The length of this raycast depends on how fast it’s going, so that higher speeds don’t make the zombie bump into the obstacle before actually getting over it.
    — Then, the zombie casts a raycast from the sky and descends until it hits the top of the obstacle. From the feet to the top, this gives obstacle height from which necessary jump strength can be calculated from a kinematics formula. (Yay AP Physics or something)
  • There’s going to be more enemy variations in the future, but it takes a while… here are some plausible ideas though:
    — An enemy that physically blocks the player
    — An enemy that shoots projectiles
    — An enemy that explodes on death and therefore must be avoided instead of killed
  • Aside from enemy variations, I’m going to keep working on things like a lose/restart screen and an upgrade menu. Stay tuned?
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5h 5m 29s logged

DEVLOG 7

  • I’m getting excited for how this is gonna turn out. With an actual prototype on hand, I can handle the fun side of the gameplay loop, the others being a respawn and upgrade system.
  • I added procedural generation in order to create the map, which assigns the player a random seed from which a map is created. This makes for a unique but consistent map, and will hopefully reinforce the idea of the player learning from their mistakes because every run will be a chance to correct them.
  • So far, in this map generation, there is a house, trash can, and tree, managed with the ScriptableObjects feature in Unity (which lets me store data for each prop more efficiently). These objects are assigned weights to affect the probability of each appearing on an object spawn. Although I knew probability weights existed, learning it conceptually and applying it was a little weird because I didn’t learn this in my statistics class.
  • The house is tall and solid, but I added a grab feature to jump when approaching high ledges. This should make vertically scaling sections of the map more realistic in the future.
  • The trash cans are also solid but can be knocked over.
  • The tree can be walked through because it’s a background prop, but there will probably be variations that act as obstacles.
  • Next on the list is adding enemy AIs, so the player can lose health to a secondary lose condition and that attacking is just as important as running.
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2h 7m 3s logged

DEVLOG 6
Since this is supposed to be a side scroller, the lose condition is a horde of enemies that comes in from the left side and drains the player’s health. I did a lot of experimenting and reading documentation with Unity’s Mathf class, using it for things like exponential health drain (Pow, FloorToInt, Clamp). In the video is a placeholder sprite… but you can totally see the terror of the monsters… right?

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4h 2m 35s logged

DEVLOG 5
I added a mechanic that acts as both health and currency: blood. The idea is that killing enemies gives blood, getting hit loses blood, and saving blood can be used for upgrades. Balancing it this way will require a lot of thinking about game theory, but hopefully it’ll make gameplay more risk-intense while still being engaging and rewarding. I designed this UI block based on old Flash games and I’m going to try to lean toward that aesthetic.

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2h 29m 33s logged

DEVLOG 4
Another main mechanic: attacking, and enemies that can die. After a few more critical mechanics are added, such as player health and enemy behaviors, I’ll finally be able to make this more unique.

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3h 23m 45s logged

DEVLOG 3
REAL SPRITES!! Kind of… I drew out a bunch of prototype sprites on Clip Studio Paint and used an online website to generate a sprite sheet. Afterward, I sliced that sprite sheet into individual frames that could be selected in groups for each animation. Then, I had to use an Animation Controller to control when each animations played under certain conditions. I think I’ve said it in another devlog, but it’s way harder than it looks for the first time around. I have years of experience in Scratch but this is the complexity that comes with professional tools (Unity). Also, if you’re curious, I attached reference art for the character; lore coming soon? (It might relate to future gameplay mechanics…)

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2h 32m 18s logged

DEVLOG 2
I added jumping, but it took way longer than I thought. The plan was to make this high-action, so a simple up and down jump, like in many traditional platformers, would’ve been “restrictive” by putting the player a predefined amount of time in the air. Instead, I implemented variable jumping, where if you release the jump button early, you fall earlier. I drew inspiration from Hollow Knight (a metroidvania), but this was popularized by Super Mario Bros.

Next on my priority list would either be coyote time (giving the player a small window to jump when off the platform) or working on attack hitboxes for the main gameplay loop.

I’ll add actual sprites soon!! I have some concept art, they just need to be animation-ready and blend into the game.

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1h 14m logged

DEVLOG 1

My first proof-of-concept for this game: horizontal movement. It doesn’t look like much for an hour of work, but it turns out Unity can be very hard to learn…

But anyways, it exists and that means it can continue to improve.

I’ll also explain why the game is called ‘unwanted traffic’ in a future devlog. The player character does have a backstory.

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Ship

My first iteration of PencilOS, made with the guide in WebOS 1. The idea behind this was originally to draw things on paper and then upload it, but I decided to digitally draw icons instead so brush sizing and colors were more consistent.

Try project → See source code →
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28m 9s logged

The opinions of our customers are very important. Especially if it includes raw, unfiltered rage. You are now able to give feedback through the Github Issues page.

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