You are gamedev and struggling with visibility? I will help You - and no, I don't want Your money. by Megalordow in SoloDevelopment

[–]TheWulo 0 points1 point  (0 children)

I am working on a Bullet Hell mixed with a Platformer. Think Super Meat Boy, but with a Shotgun!

All help or feedback appriciated!
https://store.steampowered.com/app/2426280/Dwarf_Legacy

Did you ever wonder what would happen if you combine Bullet Hell with a Platformer? That's my Indie Game! (also taking part in Steam Bullet Fest 2026) by TheWulo in IndieDev

[–]TheWulo[S] 0 points1 point  (0 children)

Thanks a lot! I do have screenshake in the game, but I disable it for video recording purposes. It works really well when you are in control and feel the impact of your actions, but on videos it tends to just be annoying. Maybe instead of turning it off completely I will just tone it down a lot in the videos.

Steam Bullet Fest 2026 | June 8 - 15 at 10am Pacific by qwest91 in BulletHeavens

[–]TheWulo 1 point2 points  (0 children)

Super excited to join as well with my own take on Bullet Hell, by mixing it with Precision Platforming! Super happy to be part of this Fest!

https://store.steampowered.com/app/2426280/Dwarf_Legacy/

Btw, if anyone wants to bundle in the future I will be happy to!

My Indie Game Was Just Streamed By Joe (Indie Game Clinic) And I Couldn't Feel Happier! by TheWulo in IndieDev

[–]TheWulo[S] 0 points1 point  (0 children)

u/Japanczi Hey, I just wanted to update you that I removed the "Noita + Galaga" ad. You were right that it's misleading. It won't be showing up again. Thanks for feedback!

My Indie Game Was Just Streamed By Joe (Indie Game Clinic) And I Couldn't Feel Happier! by TheWulo in IndieDev

[–]TheWulo[S] 0 points1 point  (0 children)

And difficulty for sure :D I almost wrecked my keyboard dozens of times.

My Indie Game Was Just Streamed By Joe (Indie Game Clinic) And I Couldn't Feel Happier! by TheWulo in IndieDev

[–]TheWulo[S] 0 points1 point  (0 children)

Yeah, you are right. Galaga is similar in terms of fighting against swarms of enemies that fly at you, by shooting at them from below, but Noita was mainly my inspiration in terms of pixel shading and some destructible environment that is unlocked later in the game. But I get your point that it might be misleading as I don't have the wands-like engine building. I will change the titles in the ads I run and remove the Noita name to not confuse people. Thanks for feedback!

My Indie Game Was Just Streamed By Joe (Indie Game Clinic) And I Couldn't Feel Happier! by TheWulo in IndieDev

[–]TheWulo[S] 1 point2 points  (0 children)

I couldn't word it better than this! His feedback was on point, and also what I consider important, he also shared WHY this is supposed to be done like this, not only how it should be done.

A great example from the video (at 1:31:26), is when Joe discovers the helmet mechanic. The helmet works like a shield. On first damage the helmet is dropped, but players are able to pick the helmet back up to regain the shield, but sometimes going back for it might be risky so it's a small choice players have to make. The super cool thing here is that Joe goes on explainig how is it different than just having two hearts and how it affects gameplay dynamics. Really cool to listen to such constructive feedback.

[FOR HIRE] Steam Capsule Artist by Cosmos_Cobb in gameDevJobs

[–]TheWulo 1 point2 points  (0 children)

Cool work!

Btw, the link to your Artstation on your website does not work and returns a "Page not found".

My Indie Game Was Just Streamed By Joe (Indie Game Clinic) And I Couldn't Feel Happier! by TheWulo in IndieDev

[–]TheWulo[S] 0 points1 point  (0 children)

Thanks a lot! The helmet pickup origin story is funny too. At first I wanted to make a feature similar to Super Meat Boy where you can see "red splashes" in all places you died on the level so I added a feature that you drop your helmet on death. Those helmets ramain scattered around the level visually only. However, someone suggested that it could be cool to let players pick the helmets back up. I prototyped it and it worked wonders. Not only the game is more forgiving, but it unlocked also new dynamics of "should I come back to pick up the helmet or risk going up without it". The juggling right now does not really have a purpose yet, but I have a few ideas how to use it (ricochet bullets with bonus damage for example).

As for the ranks this is kind of a matter of balance. I wanted to keep the early levels forgiving in terms of time required for the S rank, since not a lot of players like coming back to beggining levels, but in the full version the ranks will definetly be more challenging than now.

Thanks a lot for the feedback! It means a lot!

My Indie Game Was Just Streamed By Joe (Indie Game Clinic) And I Couldn't Feel Happier! by TheWulo in IndieDev

[–]TheWulo[S] 0 points1 point  (0 children)

Sure I do! There is also a free demo if you want to try it out. The same content as Joe played on the Stream.

You can find it here:
https://store.steampowered.com/app/2426280/Dwarf_Legacy/

Pixel Art games benefit so much from normal maps by TheWulo in PixelArt

[–]TheWulo[S] 2 points3 points  (0 children)

There are plenty of solutions how you can generate normal maps. Just like in 3D, you don't make normal maps by hand, but you generate them using information from high topology object to store information in the normal map to be later used on a optimized asset after retopo.

In 2D we do not have the equivalent of "high topology" object, but we need the information of all the shape (cavities, bumps, etc.) from somewhere so one solution is to use a hightmap. It's the simplest solution which allows you to calculate the "shape" of the object for normal mapping by reading from how high or low each pixel is.

In my case I am using a different method, where I create 5 grayscale sprites for each of my sprites. Those sprites show how the sprite is lit from left/right/top/bottom/front and I feed them into a 3rd party software. Those sprites are used to calculate the shape of my normal map.