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randompigion

@randompigion

Joined June 16th, 2026

  • 5Devlogs
  • 3Projects
  • 1Ships
  • 15Votes
Hey everyone! I go by randompigion (yes thats an i instead of an e). I have some experience in godot and blender, so i mostly try to animate and make simple games. The biggest project i'm working on is Croissant Game , which is an incredibly ambitious attempt to turn 140+ pages into a single game.
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2h 9m 1s logged

#Devlog somethinglike4idkicantremember
So for this version, it was moreover trying to listen to feedback for the last reviews and refining how the game plays.

Making it look better

One of the bigger concerns i saw was the terrible assets in game. To fix this, i just kinda threw in some free kennley assets and now the buildings look better, and they have collision now

  • There’s still alot of work to do. I’m gonna add skyboxes and better lighting, but not right now.

Refining Controls

Now, you run faster to make it harder >:) Also, people were asking for “more snappy movement” so i’ve doubled the horiziontal speed!
People also said the jump was too floaty, so i added a way to cancel it by holding crouch.

OPEN WORLD!!!

I’ve started to add in a open world for you to select levels. Its still a major WIP, but the controls are done!
Getting the camera to work was a bit of a pain, but now you can focus and unfocus the game!

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41m logged

When i shipped my project didn’t do so well, so before adding more content, I’m gonna address the issues from the first version.

Alot of the reviews talked about the game looking bad, which honestly is true. I tried making all the assets for the entire game, but honestly they took too long so they look half done. Instead, sadly, i’ve opted to use free assets to get it looking better. This should make it seem a bit more polished and let me focus on the character’s animations.

Secondly, i’ve made the decision make the game an .exe file instead of running in the browser. Alot of the reviews talked about the buildings not having collisions which i kinda explained why in the readme which were caused because i was trying to get it to do well when played on itch. By turning it this way, I won’t have to cut corners to make it preform better. This would make the game less easy to use, but it’s necessary if i was having this many issues in just a single game-mode.

Lastly, alot of the concerns were about the game being too confusing to use and adding a title screen. To fix this, the next build will be held off until i can get those in-game, so i can have an npc tell you how to play. I’ll also remake the level to be shorter, and gradually introduce more obstacles like the spikes someone recommended.

Today i got the new assets in game, and started to remake the level to see how it would look. I’ve attached a photo of it

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Ship

This is a test for an endless runner game-mode for a larger game that i am working on, which runs on itch.io. The level is only like 3-5 minutes long (there's some ways to speedrun it that i've hidden) and inspired from the mach-speed segments in Sonic 06.

Making the game wasn't as hard as i thought, however there were a few issues when i exported it to itch. The game can run perfectly fine locally on a weak computer, but I don't think the browser can play 3d games right, so the framerate dips significantly. To fix this i had to remove alot of the collisions for the buildings on the side of the roads (since they aren't crucial for the game running) and i had to make the game cull objects that are far away.

Also this is kinda meant to be a bare-bones test of how it feels, so the assets are made to be low-poly (for higher fps). Eventually these will change to be made with alot of effort in blender (the cover art shows a small mockup of what it looks like), but for now i need as much fps as i can get to get it running on a browser.

I really like how the cat looks and the animations for it, since i was able to get the textures working and figure out how to export animations in a day. Sadly my higher-res version of it with cell-shading couldn't export right, so it had to be toned down for this version until i can fix it.

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57m 12s logged

I opted to delay the release by a day to iron out some last minute issues (i kinda fell alseep before i could ship)

i tried modifying the camera angle to to get it to look better, but it turned out i just needed to move the mesh down. Now it now no longer looks like you are levitating of the ground

Also i did some last minute touches to the level layout to make it a bit better. Before there was a really tight segment that i liked, but i realized it might be too hard on the player so i made it easier.

Lastly i made it only render the objects that are within 550 meters from the player (before it was the entire level). This increases performance, and adds in a cool effect where the objects get pulled into existence which i like.

The build will be released right after i post this final devlog.

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1h 41m 1s logged

Hey everyone, time for a second devlog to the croissant game!
I got alot of progress done for the game, well not the game as a whole, but for the running mini-game in it. Now that i think of it, i’ve never really explained how that works. Basically the game will jump between a few other smaller game modes (like 3d platformer, running, skateboarding, visual novel) to progress the plot around. Because of this, i need to code a bunch of smaller engines that i can use for those segments.

So to do the running part, i basically coded in the default platformer controls and made it so you always are getting velocity forward. This was honestly the simplest way i could think of getting this to work, and it makes it so i just need to change a small thing to turn it into the platformer controls! All the collision, animations, sounds (well there are no sounds yet, i’m gonna add that into V1.0) will be reusable! Also, i made the level layout modular so i can use it later.

For the assets, i made them in blender, same as the animations. These are still placeholders, so they’re gonna be a bit janky, but it’ll be fixed later. Oh also i got a sun system working!!!

Today I will be releasing the first build of the game. Its still a work in progress, but honestly at this point i need more feedback over anything else. I’m gonna leave a list of things to do for the V1.0 release later after the first ship:

  • Add in sound
  • Get the visual novel engine working so i can explain the plot of the game
  • Remove the placeholder textures
  • Add in a world map
  • Add in a platformer level (shouldn’t be that hard bc of the reasons above)

Other things i’ll add based on the feedback. Excited to release the beta build!

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6h 24m 1s logged

hey guys this it my first devlog!
Anyways, i’ve been working on this game about some ridiculously large story me and my friends have been working on (which to be honest is wayy too confusing to get into here).
Anyways for the game, I’m making it try to be modular and swap between various game-modes so the fully finished game will be actually massive (like there’s over 140+ pages that i have to turn into this game).
One these is a endless runner (like the mach speed sections in sonic 06). Somehow I was able to get an entire build for it in one day (i locked in) so you can see what it looks like bellow. I still need to fix all the assets since they were placeholder, but it should be done quickly.

I don’t really want feel talking much about it in this devlog, since the first beta build will be out tomorrow! (yes i’m shipping it this week for that sticker)

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