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potheterr

@potheterr

Joined June 1st, 2026

  • 18Devlogs
  • 1Projects
  • 1Ships
  • 15Votes
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4h 54m 42s logged

Hello again everyone!

Over the last couple of days, I’ve been focusing on finishing up world 1 levels and doing lots and lots of general polish. However, now I am at an impasse.

I need your help!

If you’ve been following the project or are just passing by, please give your answer! Should I ship the new update as is and continue to ship small updates, or should I add another world or two and have a huge major ship?

See y’all around!

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8h 1m 56s logged

Hello everyone!

Lots more work has been done and I’m very very happy with the way things have been going, especially with reworking the tutorial text / instructions (which were mainly done in an hour on original release). Check out the video below for some tutorial revamp goodies.

In other news:

Flob is officially a super star project!!! This was so unexpected and I am so very honored to receive the super star award! There are so many other phenomenal projects that I personally believe deserve it way more than I do, but despite that I am so eternally grateful that I’ve made something people enjoy and are looking forward to full release of.

See y’all again soon!

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8h 1m 54s logged

Hello everyone!
I wasn’t expecting another devlog so soon, but here we are! I’ve had an obnoxious amount of free time so instead of doing real important stuff I’m going back and updating some UI to make it not look as “rushed”. Hopefully after I’m done with the slog that is user interface, I can return to gameplay!

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8h 14m 14s logged

It has been a long, long week for me over at Flob Inc. The 13th is when I got my wisdom teeth removed, so I got lots of time to reflect on my project so far. Speaking of which,
Thank you everyone for the feedback after demo ship #1! It was so awesome seeing lots of good stuff to keep in mind for future updates along with my future projects.

For now, here’s a glance at one of the new levels!
See y’all soon!

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Ship

This is a DEMO VERSION of my first published game, Flob! There are so many edge cases and bugs that I need to fix which is by far going to be the hardest part of this challenge, but I'm ready for it. Hopefully you all enjoy! (A video of the game is attached on the itch page).

  • 14 devlogs
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5h 38m 29s logged

For the last three or so days, I’ve been in audio burnout hell which reminds me that I am not cut out to be a sound engineer. That being said, the demo now has (mostly all) sound effects and I just need to make 2 more music tracks!
After the release of the demo, I’ll most likely get the help of someone who knows what their doing, but for right now I say it passes.
Expect a ship soon!

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6h 24m 58s logged

Ever since I almost ruined my project twice, I’ve started to work on lots and lots of polishing for my game! I’ll show off more whenever I have more finished, but for now take a look at this pseudo-screensaver I made (which is surprisingly performant)

See y’all soon!

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36m 30s logged

Logging again to make sure I’m not fully messing everything up.

Had to rollback everything AGAIN because I am a stupid silly human being (my day is going phenomenally)

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3h 57m 11s logged

Today I almost ruined my entire project!!
I accidentally deleted something that I thought was a leftover placeholder but it turns out it was the lynchpin holding my entire project together (which is funny because I only use it in one place pictured below) but all has been saved thanks to version control!

Logging my time now just in case this breaks the godot plugin :P

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6h 23m 35s logged

Finally a devlog where I have interesting things to share! Over the last three or four days, I’ve highkey lowkey been doing way too much work with UI. Here is a cursory look at what I’ve done so far.
A lot of the project is still unfinished (such as the options button doing nothing right now), but I’m happy I set up this baseline for myself.
Almost everything when it comes to level selection, creation, and potential future additions are completely modular which means my life will be significantly easier as I wrap up this DEMO of the game.

I will also be going back and edit my past devlogs to better represent what I’ve actually been up to rather than some terse statements!!

See you soon!

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8h 49m 51s logged

It’s been more than a week……..
I loveee ui so so much……

For real though, I’ve been spending a lot of time on the UI of the game and how the general menu feel is. Everything shown is a prototype and is destined to change.

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3h 31m 22s logged

There’s been no actual devlog updates for a week because I’ve been making the main menu music for the game! Yes, I know it is very early in the process to be worrying about the sound of the game, but I needed a break from coding and building so as to not get burnt out; however, now that the music is done I will get back to the coding magic!!

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4h 46m 44s logged

Over the last week, I feel as though I’ve figured out the main systems to get them in a position good enough to start real level design. The circle on the left is the way the PLAYER NODE completes their half of the whole level, with the other half being the puzzle solving with grids.

This current first level contains no grids as it is a way to warm the player up to the movement of the game, but the rest of the game will almost always contain a grid puzzle that needs to be completed.

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1h 2m 58s logged

Core update!! Core update!!
Grids can be completed now! The grid system now has lots of customizability as there is the potential of custom grid edges (they’re all currently walls, but the possibilities are nearly endless) along with the interior of grid spaces, which are currently being used to spawn the line nodes and receivers which the player can interact with.

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1h 7m 31s logged

Hello again again!!
I’ve slightly updated the player movement so it is not as static as the default Godot player movement defaults. The movement still needs an immense amount of polish as I want to add variable jump heights, a proper state machine, and lots and lots of customizability in terms of how the player functions.

Now that I have a working prototype of movement, I will focus on level creation and finishing up grid systems.

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1h 22m 37s logged

I have returned with amazing news of modularity.
A majority of actual grid work is done! This current rendition of the grids are fully modular in that you can adjust the X size and Y size to form a rectangular grid.

Time for not default player control!

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1h 50m 36s logged

Hello again! Good news, grid snapping works!!
This means that one of the fundamental halves of the game is now fairly operational minus a few edge cases (that I am aware of). Next step is immediate grid fixes and the ability to actually detect a solved grid.

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1h 43m 9s logged

First one of these!
Game progress is going fairly well (granted I basically just started outside of a line system I had made a week prior) as I just started making many of the core systems not be held together with duct tape and spaghetti.

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