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Nicormu

@Nicormu

Joined June 1st, 2026

  • 37Devlogs
  • 4Projects
  • 6Ships
  • 102Votes
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36m 16s logged

Cleaned up the look of ReNova so it feels less like a template: simpler styles, shorter code, and no buttons that did nothing. The settings panel, the market page and the sidebar were rewritten in a simpler way. The category filters and the search bar now actually work, and I removed the “Nearby stores” and “Sort” buttons because they weren’t connected to anything.

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Ship Pending review

Project Eclipse, ship

You play a student rejected from university who gets a second chance when a meteorite lands in their backyard carrying Astromyces, an alien fungus. This build adds the core loop of turning that fungus into a business:

Crafting station: drag ingredients from your inventory into a beaker that fills up, then craft once the recipe is complete
Notebook: a tabbed notebook with your inventory and the recipes you’ve discovered. Crafting a recipe unlocks it.
Shop: buy reagents by category with in-game money, and upgrade your Astromyces table
Day cycle: an in-game clock, and you sleep in your bed to start a new day
Astromyces table: it produces fungus each day, and you harvest it
Settings and audio: music and SFX volume sliders, plus a main menu

Next up:

  • Missing visuals and improvements
  • Music and SFX
  • Tasks
  • More materials & More Shop (actual shop sucks, sorry about that)

All feedback is accepted

  • 10 devlogs
  • 34h
Try project → See source code →
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8h 34m 15s logged

Hi, I came back to try to finish the game. Tomorrow I won’t be able to update, so I think this will be my last devlog before shipping and the end of Stardance.
In this new version, I added a volume settings menu (no music or SFX in the game, sorry). Added a first BG to the garage (I don’t like it; I will improve it). Made the Astromyces table, days, currency and a small shop that only has one thing. The player does not have visuals yet, nor does the Astromyces table. Finally, Project Eclipse has its own page on Itch.io. If you have time, try it and give feedback, please :D

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Ship

Since my last ship, the game went from “a map that changes every run” to something you can actually play. The mine still generates randomly, but now it has things in it.

Enemies finally exist! The grounded ones path around rocks, pits and fire (after a lot of pain with pathfinding), while the flying ones just ignore everything. There’s also a ranged enemy that shoots at you, but only if it has a clear line of sight. You can fight back with a basic left-click attack that knocks enemies away. It has no animation yet, so it looks a bit sad, but it works.

The rooms now behave like a real roguelite: doors lock when you’re inside a room with enemies and open once it’s cleared, some obstacles can be destroyed, and fire hurts you if you step on it. I also added a minimap, a death screen, and you can hold R to reset the dungeon.

On the polish side, there’s now music and SFX with volume sliders, a curtain transition between the menu and the game, and the bats finally have their death animation. I’m also working on a new player sprite sheet, because the current one doesn’t match the vibe of the game. Drawing is still sooooo hard, and I still absolutely suck at it JAKSJASJK.

Still no boss or memory system, but the foundation is getting solid. Feedback is very welcome!

  • 7 devlogs
  • 39h
  • 12.06x multiplier
  • 469 Stardust
Try project → See source code →
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8h 52m logged

Hi everyone,

It’s been a while, but I’ve been busy. Most of the work went into making the mine feel more alive.

Enemies finally have some brains. The grounded ones now path around rocks, pits and fire instead of walking straight into them, while the flying ones just go over everything. I also added a ranged enemy that shoots projectiles, but only when it actually has a clear line of sight to you. Enemies get knocked back when you hit them, and you now have a basic attack (left click) to fight back. It has no animation yet, so it’s pretty bare for now.

The rooms also behave more like a roguelite now. Doors lock when you’re inside a room with enemies and open once it’s cleared. Some obstacles can be destroyed, and hazards like fire and spikes hurt you unless you’re flying. There’s also a minimap, a death screen, and you can hold R to reset the dungeon.

Finally, I added a music and SFX system with volume sliders in the settings menu, plus a curtain transition between the menu and the game and an exit confirmation.

Still no boss or memory system, but the foundation is getting solid. Thanks for reading!

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Ship Changes requested

ReNova

ReNova is a web app from Colombia where people give away or sell things they no longer use. Donation is the main idea: any product can be posted for free so it reaches someone who needs it.

A seller posts a product, buyers send a request, and if the seller accepts it, both talk through an in-app chat to arrange the handoff. There are no payments in the app.

We built it with Next.js, Firebase, and Cloudinary, and added email verification and an AI assistant called Helpy.

It’s still a work in progress. Some buttons don’t do anything yet (like the search bar, category filters, and sorting), and there’s a lot left to improve. We’re planning to fix those and add user ratings next.

Team of five: Juan Andres Granados, Nicolas Rojas, Santiago Hernandez, Paula Solano, and Mariana Castro.

Try project → See source code →
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1h 24m 33s logged

Hi guyssss,
I have been working in some thingssss, now you can publish your products with an image and you can send a request to a seller about a product. I hope you like the app :D

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3h 46m 4s logged

Finallyyyyyyyy, I connected correctly the app with the firebase.
New features:
-If you register manually, a code will be sent to your email for autentication.
-Once registered for first time, your default role will be “Comprador”
-To change to role “Socio” you have to be older than 15 years old (your age >= 16), have a valid colombian cellphone number and a valid address. (This last part is not fully implemente by now, I will have to push soon to add this feature JASKJAKS)
-No more emojis when publishing the products, now you can add a picture of less than 5mb
-Now there is a button to donate the product :D

I will continue working on, I hope you like my progress. Any advice or suggestion is validd

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1h 46m 58s logged

Hiiii,
Please say hello to the new liquid colorrrr (it also shinesssssss), the new crafting button, the new exit button and finally, the skin for the crafting tableeeeeeeee.
Hope you like ittt <3

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2h 51m 23s logged

Hiiiiiii everyoneeeeee,
I think the crafting station is getting a great advancement and is getting really goodddddddddd. I will add a color change when the crafting is available and see what can be improved before starting with quests or the economy of the game

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2h 41m 36s logged

Hiiiii,
I have worked a bit and started a refactor on the crafting system, I still have issues. I dont like how the system is right now, I will think new ideas

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1h 9m 9s logged

Now you can see the changes in the webbbbb
I do not recommend creating an user by now, I am talking to my partner to fix some bugs in vercel

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8h 53m 33s logged

This is the updateeeeeeee,
I’m want to make more user features as changing the name, date of birth, authentication, cell phone number, address and so on. By now, I like how the web is going :D
When I was doing the video I saw there were some problems with the product description :c
I will continue working on

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9h 7m 11s logged

Hi everyoneee,
I was busy and stressed out with school and many other things, but I think I will start again with the development of Project Eclipse.
By now, I have only organized the project and refactored almost every system.

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5h 49m 5s logged

Hi,
This is ReNova, a web page that wants to give items no longer in use a second life. By now, my task is users and products :D

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5h 45m 59s logged

Hi everyonee,
I definitely hate animating and drawing, it does not fully convince me. However, I think I am finally done with the bat animations and sprites. Now they have their death animation, and it is already in the game. Also, I have been working on a new player sprite sheet because the look it has right now does not have the same vibe as the game, so I decided to change it. However, it’s been harder than I thought.
On the other hand, I cleaned some UI scripts and improved the animation handlers in order to solve the problems I had with the bats.

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5h 39m 33s logged

Hi everybody!
I have been working and have made various room variations.
Also, improved the bat sprites to determine whether it is a passive bat, melee bat, or range bat. Talking about this last one, I made more sprites to make its attack animation smoother.
The last things to mention are that I fixed a bug with the doors that a friend of mine saw yesterday. I was like “But that didn’t happen to meeeee” and I think I already solved it. Moreover, the reset is also smoother, and finally, my friend that help me with sprites came back to work and started the slimes.
Hope you likeeee

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6h 2m 3s logged

Hi everyoneeeee,
I have finally finished with the bat enemies. All the enemies are in the game right now; however, they only spawn one time per room. Sorry for that.
The animation part was a headache. I had to change some logic behind the player to properly detect the damage from the melee bat. Now it has two colliders: one on the root that is a trigger and detects enemy damage, and the other one inside the player’s child named “Visual,” which makes the player not move through the walls. This was also added to the creation of the enemies.
In these days, I will focus on creating the new variations for ALLLLLLL the rooms. If I can, and my abilities allow me to, I will also change the player sprites. Btw, during this process, enemies and obstacles could be added :D

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2h 25m 8s logged

My first enemyyyyyyyyyy
Hi everyone, I changed the wall generator (it was also a problem inside
the Dungeon Wall Builder), and now, no matter what happens or what I do,
the room will always be a rectangle :D
The new feature is that I have been working on the bat enemies, and I’m
going to make a total of three different bats. One will be passive but
will follow the player at a slow speed; another will follow the player
more quickly and will deal heart damage; and the last one will attack
from a distance.
I forgot to tell you that the visual part of the hearts
has been added, and they will react when the player receives damage from
falling through the void. By now, there is no death screen jaksjksjakj.
Hope you like the sprites! It’s been very hard, and Unity’s Animator is
known by me as my Achilles’ heel.

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3h 38m 51s logged

Hi everybody!
I have some good and bad news.
Good news: I solved the problem of the void assets spawning in the void. At first, I thought it was a Rule Tile problem, but it turned out to be a code issue in my Dungeon Wall Builder script.
Bad news: There’s a new problem :D
It seems that either the Dungeon Wall Builder or the Rule Tile is making the walls disappear when a void tile is placed next to them.
I’ll be working on fixing that, as well as adding new obstacles, fire, and enemies to make the game more playable.

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