> Godot
Engine2D gameplay, scenes, physics, tools
5
years of experience
Indie game developer building Ultraviolet — a neon-noir 2D action rogue-lite. Katana, revolver, tattoos of scripture, and a city that doesn't know what's under the asphalt.
Combat with a fighting game's soul: blocks, parries, combos, dashes. Progression inked onto the hunter between runs. Procedural missions, a monastery hub, and a long road through pre-alpha.
When not shipping builds to itch, I'm deep in Godot — systems, AI, generators, and the feel of a jump.
Neon-noir 2D action rogue-lite in Godot. Pre-alpha builds on itch — combat, tattoos, procedural maps, bosses.
This site — build notes and home for Ultraviolet.
The last build on this page was v0.4.6. Seven versions have happened since — so this one catches you up in a single pass, then gets into what this post is actually about: v0.4.1…
It's been a while since the last post here. v0.3.7 was the last build pushed to itch; eight versions happened since and none of them shipped here — so this build catches you up …
Four builds in one post, and only the first three change anything you can see. v0.3.3 gave you a boss and swings you could read. Since then the mission stopped being a corridor.
Two builds in one post. v0.3.1 put a referee between the enemies so a crowd fight could be read. These two make the enemies — and the boss — worth reading.
Short cycle, one change: the enemies know about each other now.
Longer gap than usual — five tagged builds since v0.2.0, rolled into one release here. The headline: missions are generated now. v0.2.0 had one handbuilt test corridor; v0.2.9 b…
v0.1.0 was the combat core and one corridor to clear. v0.2.0 builds the layer around the fight: the first progression systems, the first NPCs, a controller, a real jump. Still o…
This is the first public, playable build of Ultraviolet. One test level, the full movement and combat kit, none of the final presentation. A run takes about 5–15 minutes. The po…
Designing and shipping a 2D action rogue-lite in Godot: combat, procedural generation, AI, economy, and public pre-alpha builds.
Solo development — code, design, tooling, itch releases, and playtest loops.
> Godot
Engine2D gameplay, scenes, physics, tools
5
years of experience
> GDScript
LanguageSystems, AI, generators, UI
5
years of experience
> Game design
DesignCombat feel, progression, maps
10
years of experience
> Procgen
SystemsRoom graphs, spawns, minimaps
3
years of experience
> Git / CI
ToolchainReleases, tags, itch butler
15
years of experience
> Web
SitesAstro, static hosting, DNS
17
years of experience