09/06/2025
🔥 Devlog Update, June Progress! 🔥
Or: "Yes, it’s another devlog, but at least this one has fire trails." 🙃
June 8 (Sunday) and June 9 (Monday) were a deep dive into the arcane world of spellcasting systems, because apparently, I thought it would be fun to make my first game include actual magic logic. This isn’t just for Glitch Tower, but something I can build on for future projects too. After plenty of iteration (and a few classic "why is this breaking everything" moments), the system is now in a really solid spot. Clean logic, smooth animation hooks, and new skills are way easier to drop in.
The first spell powered by the new system? Fire Dash, now with a flashy Fire Trail effect, because if you’re going to yeet yourself forward, you might as well set the ground on fire while you're at it.
Other spells like Fireball, Pyroball, Inferno, and Twin Lightning are also up and running with proper casting animations and impact logic. With the core system in place, building new spells now feels less like black magic and more like actual design work.
🚧 Next up: I’m building out the Demo Level, which means a playable build is headed to Steam soon. First milestone is a fully playable character that feels good to control, then I’ll expand from there.
⚡ Want to be part of it?
Beta testing is kicking off in July (at least in my plans)! If you're into trying new games early, breaking stuff in creative ways, and shaping the direction of an indie project, jump into the Discord:
👉 https://discord.gg/JhFDau8g 👈
Also looking for a few kind souls to help moderate, greet new players, and generally prevent chaos from spilling out of the text channels like a cursed mana leak.
🎮 Quick backstory for the curious:
I started diving into game dev in January 2024, knocked out a bunch of foundational courses, and started building Glitch Tower in February. I tested the waters with Unreal and Unity, and Unity won me over, fast iteration, supportive community, and it just fits the games I want to make.
Some devs build their own engines, and huge props to them, but for me, the focus right now is learning game design inside and out. Unity lets me do that without spending half a year coding a custom renderer just to draw a particle.
Building a game, marketing it, and growing a community, all while learning on the fly, is a rollercoaster. But I’m loving the process. After 3 months of full-throttle development, I’m more excited than ever to keep pushing forward.
Who knows where it leads, maybe an indie studio, maybe just a lot of late nights and caffeine. Either way, I’m here for it.
One bug fix at a time.
I have some innovative spells in my mind, so I hope you'll check the beta test logic ;).