Thew

yes im still making the videogame

Gamedev, originally a hat-juggling indie dork but now increasingly specialized in graphics programming. Day job working on surgical simulators, night job crafting artisinal Posts

avatar is by @softmode


Cool game I've been ostensibly making for like ten years:
aerobat.thew.nu/
Artwork and graphics programming
twarchive.thew.nu/art/
Videogame longplay/analysis threads
twarchive.thew.nu/
twitter (dormant)
twitter.com/AmazingThew
mastodon (unused, might become used one day)
mastodon.gamedev.place/@amazingthew

one thing I really appreciated about Animal Well: it's a metroidvania where none of the upgrades are obvious

I feel like basically every game in that genre has a bunch of clearly-telegraphed locks, like you get to a room that has a ledge that's exactly one block higher than you can jump and you're like "oh I'll come back when I get either The Ledge Grab Ability or the Double Jump Ability". or like the uncrossable pit with a bunch of Grapple Points arranged in a line above it. I've played too many of these games and now they all look the same

all the items in animal well are Weird Shit. they all interact with the world in unexpected, non-obvious ways. there's plenty of locks, but you're never able to guess what the keys will be before you obtain them. it's cool!


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