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MrCode

@MrCode

Joined August 3rd, 2026

  • 15Devlogs
  • 2Projects
  • 1Ships
  • 15Votes
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꧁⎝ 𓆩༺✧༻𓆪 ⎠꧂

As you think so you become - Jim Rohn
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11h 30m 54s logged

Devlog 13: 3rr0Rssss$s ❌ and ✅Results<>

Completely rewrote ȩ̷̪̓̈́́́͗͝ŗ̵͔̥̜̹̬̭̯̏̆̽͂̈́̅̐͛̾͘ͅr̸͗̌͌̾̌̾̂́͜ö̷̪̰́͊̆͗̈́̿̏́̀̂r̶̨̮̹͎̹̫͑̅̂̽̾̎͌s,
Now each method returns in its chain a Result<TValue, TError>
Methods like Map,Bind,Tap etc. make it now super easy to process results and errors :))

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12h 17m 55s logged

Devlog 12: Cards and MORE Cards 🃏
I have added Cards which can now summon units

Also needed to redo the ability validation as now the modular ability system came in handy.
I was able to combine both the Ability System and the Cards, so that the cards can use them freely.

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8h 56m 43s logged

Devlog 11: I Hereby SUMMON YOU! (#°Д°)
Today we are adding CARDS,

🃏Cards contain

  1. MANA
  2. Portrait
  3. Health
  4. Duration (after how many rounds does the card play its effect)

One problem i am encountering is how to identify clicking vs draggin in godot 😵‍💫, but i believe i could use a workaround

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13h 26m 44s logged

Devlog 10: MOOORE ANIMATIONSS!!!!
Added a TweenComponent🎞️, allowing quick *reactive* and configurabel way to add TWEENS

Created AutoGenerated Scripts⚙️ (if you know Godot.SignalNames, in a way i created the same)

And for some reason one of my scripts reset so i had to debug it completly from the beginning 😭, but somehow it just got better lol.

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11h 14m 53s logged

Devlog 9: Soo can i remove it?:0

New modular UI animations and able to delete and see order of tiles selected 😃

Tween Component 🎞️
Allows Resources to animate specifics (loop, ping pong) on specific actions (ready, shown etc.)

For multiselectable tiles, there is a new layer which shows when which tiles were selected.
Allows also the deletion of tiles if still valid.

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8h 45m 21s logged

Devlog 8: So thats how much more i can CUT you😈

100+ hours 🥳
Finally added a UI for Pool Points💯 (How often an ability can be cast)

Pool Updates 💧
The pool shows Icon and Count/MaxCount, with custom ANIMATIONS when the count changes

Blocking Manager 🫸
The new Blocking Manager keeps track of the game states and automatically, blocks specific ui.
Very Dynamic ( •̀ ω •́ )✧ (using enums for options)

Next UP: More juicy animations for the Pool count (showing diff, based on current selected tiles, and a crash animation (hopefully 😅, if i can figure that out xd))

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4h 21m 40s logged

Devlog 8: Ahhh you, I hit ( ̄ε(# ̄)💥╰╮o( ̄皿 ̄///)

Through the new ability System, was finally able to add hit flashes!

But it was such a pain to get the Shaders working 〒▽〒, they were never firing once, but 3 - 4 times in one row which didn’t make sense for 1 SLAP.

If you hit them hard enough they jitter 😱 …

Future destination 🛣️
I could imagine updating the system to be reactive to the effect applied to each Unit (so more DMG => More BOOM💥)

Also added finally animations (was time).🕺

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3h 44m 27s logged

Devlog 7: 🐦‍🔥 HUGE Ability CHANGES
Finally finished the new ability system (just took like 14 HOuRs Xdd)

The new system introducestwo ways of running abilities (🤫see video):

⛓️Sequential
Runs all selected tiles one by one, and casts the effect

📦Batch
Runs the effect on all selected tiles.

Also Added Context so that Abilities/Effects
can now communicate and influence each other :

Cost = Base Cost + Selected Tiles

...

Damage = Cost * Base Damage

(infinite cycle of death 🩻)

This will allow huge upgrades to make in a modular way complex abilities super simple and fast.

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11h 12m 24s logged

Devlog 6: Rebuilding the Ability System

  • Completely restructured the ability system, allowing abilities to be either sequentially or in batches.
  • Also improved the underlying patterns, making abilities easier to modify, reuse, and plug into the game.(see image)
  • Currently implementing EffectTrigger, which allows Effects of abilities to happen on specific Frames or after specific Time etc.
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1h 6m 32s logged

Devlog 5: Camera Movement & Board Centralization

Added camera movement and board centralization

It feels super smooth (zooming and moving) thanks to lerp (love that name xd)

🤫
Also auto centers dynamically based on BOARD SIZE (if you want you can fight your friends on 1000 x 1000 tiles lul)

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Ship Pending review

👾 AKidsDream(name work in progress), is a early version of a turn based strategy game, where you can controll multiple different units to win.

🤔 Why A Kid’s Dream?
When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play.

A Kid’s Dream 🌜is my attempt to recreate that experience. Not exactly as it was, but from the pieces that remain in my memory. It is a game inspired by childhood imagination, handmade rules, and the joy of turning simple ideas into an adventure. ⚔️

Currently the game is in very early alpha, basically a proof of concept.
I would love support, about what you would like to see, Game Design tips and tricks and what a winning condition could be.
(destroy objectives vs destory a unit(like a king 🤴)

  • 4 devlogs
  • 72h
Try project → See source code →
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27m 21s logged

Devlog 4: Pre-Alpha Release 🥳🥳

Pre-alpha release is out! (under review shipping, follow to see when comes live ;))
Also fixed positioning of ability buttons 🔥

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6h 27m 41s logged

Devlog 3: Big Progress on Units & Turn Logic

Made great progress… ( •̀ ω •́ )✧

  • Added unit sprites
  • Implemented turn logic
    • Overengineered like always, xd
    • but if i every want to make a 2v2 or how many vs how many, it will work

Good thing: it now supports local X vs X, which is great for testing. :))
Next up: cool animations hehehe.

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1h 26m 31s logged

Devlog 2: A Super Compact, Dynamic Ability System

Drag and drop your Patterns (Cross, etc.) and Tada👀, you’ve got a new ability.💪

Need a special effect? Just plug in one of:

  • DamageEffect
  • SpawnEffect
  • MoveSelfEffect
  • …and many more.
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63h 43m 57s logged

Devlog 1: 50 hours in the bag, joined stardance now!

Added Ability system and backend Teams Logic (nothing visual sadly yet…)

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