You are browsing as a guest. Sign up (or log in) to start making projects!

Venkatesh

@Venkatesh

Joined June 28th, 2026

  • 12Devlogs
  • 5Projects
  • 6Ships
  • 94Votes
Open comments for this post

5h 43m 3s logged

Added:

  • Made all the songs more stable and lenient in detection for compete mode (took up a lot of time)
  • added fun facts for each mode
  • Made the select mode have a bg
  • The grading system us revised to work on score rather than accuracy percentage
  • Leaderboard badges
0
0
7
Open comments for this post

12h 11m 3s logged

Features added:

  • Working main menu page
  • hosted on github itself to try
  • ability to send serial input to an ESP controlled robot doll
  • Additional Screen Effects added
  • Leaderboards system to help compete mode
0
0
76
Ship

Finally added in some bosses

now the players are encouraged to always be moving and avoiding shots fired by the boss. The boss is more passive in the sense that it does not actively seek the player out but puts on pressure in the background. The player now has to dodge the bosses attacks, destroy immediate threats like the red and purple enemies and then focus on reducing the bosses health. The boss gives a huge amount of money so that the players are truly incentivised to destroy it.

playing further, i realise i can improve further by adding:

  • durability to the weapons so that the player has to be in a cycle of buying more weapons with increasing prices
  • there can be more movement options and movement mechanics that can affect the gameplay like how Ultrakill feels
  • There can be more points of interest to encourage travelling longer distances. Maybe some loot boxes, destroyed freighters or like lore exposition like in No Man’s Sky
  • 2 devlogs
  • 7h
  • 5.50x multiplier
  • 38 Stardust
Try project → See source code →
Open comments for this post

5h 42m 53s logged

BOSSES:
i have finally added bosses!
unlike a traditional boss fight where theres an isolated focus on the boss and its attacks, i have chosen to make the boss a much larger enemy that spawns in with the rest of enemy wave. Only one boss can spawn at a time with 5 other normal enemies.

The player would be aiming toward eventually destroying the boss for a huge bonus but until they deplete the massive amount of health it has they have to kill normal enemies and dodge attacks.

Personally, i think it has upped the stakes of the gameplay and made it so much more fun!

0
0
101
Open comments for this post

7h 54m 30s logged

I am working on a dance app for a local competition where the theme is robots meet culture, so the idea is to make a software based dance game that will help users traditional dances and compete with their friends through dancing.

  • Thus far, i have added in the ability to dance to a song and a learn mode which lets you move ur body to the different dance moves at ur own pace.

  • Selection menu to choose song and select whether they wanna learn or dance (compete mode) to that song

Soon i will be making compete mode a local 1v1 and add in a main menu like in minecraft for settings, quitting and entering the actual game.

0
0
8
Ship

Link: https://vensah.dev/NASA-API-website/

I wanted to do my own spin on the NASA API projects by making it scroll infinitely like Instagram or a social media app in general. You can scroll through and check out some images, hover over it for the date and click on it for even more info.

The rationale, is to make it fun and engaging to look through these pictures, and one good way is to have an infinitely scrolling page with randomly loaded images which is a great way to check out the pictures NASA has without having to think of a specific date and input it.

Currently the main part is that its an MVP that has all the functionality woking well already. The images load 3 at a time by fetching the image and storing it into an img object to preload and then display 3 at a time, based on how far the user scrolls. This means they can scroll forever (until i reach the rate limit per hour lol) and see random new images from NASA.

In a future devlog i plan to add in features like a like button, a share button, a button to get a high res download, support for youtube video embeds and change the UI to feel more Social Media-ish

  • 1 devlog
  • 9h
  • 2.00x multiplier
  • 19 Stardust
Try project → See source code →
Open comments for this post

9h 23m 42s logged

NASA API Website
i wanted to take a different spin on my version of the NASA API app by making it feel and scroll like instagram.

Goals:

  • Preloading of images
  • Infinite scroll
  • Social media like UI
  • Like, share buttons
  • ability to look for pictures from specific dates

First things first I made the preloading by fetching the image into an img object in JS and then storing in a global store using zustand for access from other files.

Next i made the UI a bit non conventional by having the images scroll endlessly until u hover over an image and then click on it to get more info on it!

as of now not all the buttons work

0
0
10
Ship

LIVE AT: https://y-lead-2026.vercel.app/

I made a website for one of my school’s events called Y.LEAD which is a 4 day leadership camp for my juniors. As part of the organising committee, I took the opportunity to create a nice website for both participants and facilitators to access information like the days schedule, certain activity materials, photos taken during the event, event teasers/storyline videos etc…

When designing the website, I aimed it to be user centric by follow conventional navigation and UX. Additionally, I came up with a palette and then started creating the different pages of the website trying to make everything feel fresh and aesthetically pleasing. Some elements following this philosophy:

  • animated timeline graphic instead of a google sheet, todo list or calendar component
  • depth effect with animations in the landing page
  • ability to search cheers for participants during the event
  • animated hero for theme page
  • embeds instead of plain links to the external resources
  • glowing effect behind images

some challenges I faced was ensuring the website was responsive on practically any screen size. I specially made a vertical poster for the landing page just for mobile and different layouts for mobile and larger screens.

Additionally, another challenge was slow loading speeds for images, that would ruin the landing page especially when I first started out, luckily the fix was quite straightforward. I converted all the images to avif format and set it to a lower quality on low res screen as there wont be a big visible difference, reserving a max res of 2k for larger screens like 1440p.

All in all, I would say this is one of the projects in which i had the most fun building, I got to learn even more about responsive web design, UX, performance optimisation and even got to experience how it’s like to program a website with tight deadlines and an actual production target.

Even though theres only 14 hours logged on stardance, I have spent around 40-50 hours painstakingly coding most of this website by myself, AI was mostly sparingly only for debugging and refactoring some parts of the code or generating boilerplate.

With that I have finally finished this project start to end!

  • 1 devlog
  • 4h
  • 12.85x multiplier
  • 52 Stardust
Try project → See source code →
Open comments for this post

1h 44m logged

An app where an AI model will be able to detect the movement of body joints to verify if the player is dancing a certain dance.

planned features:

  • users can compete with someone else in real life by taking turns doing a certain dance. The ‘accuracy’ of the dance will affect the scoring
  • users can learn how to dance by dancing certain moves until they get it correct

current state:

  • currently I have setup the Google MediaPipe Pose Landmarks model to detect realtime body movement, tuned to be able to track well in differig lighting conditions
0
0
5
Open comments for this post

1h 9m 42s logged

Made the controls better and made the combat more fast paced

the combat frankly felt aweful and even the controls were super buggy and not at all intuitive after i played No Man’s Sky for the first time. Taking what i learnt from that game, i made it so that the enemies move around closer to the player so that its easier to aim at the enemy and also ensure that the combat is not slow and boring, with a significant amount of time spent on waiting for the enemies to come to you or chasing them.

Additionally I changed the controls to make sure the reticle is confined within a larger circle in the middle to ensure that the player has a visual understanding of how far they can move their mouse and a feel for if they are at max turning speed.

More features that i though of include:

  • making the space station more accessible and polished
  • ensuring that the there is some form of aim assist for the machine guns
  • a tutorial or better guidance toward progression and interaction, like locking onto targets, entering the space station, purchasing new weapons etc…
0
0
8
Open comments for this post

4h 3m 42s logged

final devlog:
added a resources page where all the videos, worksheets and documents can be accessed from. items are all embeds instead of plain lists of links to boost interaction.
The resources use a bit of a bento grid with the most important one taking a full width size and the rest half width with padding.

All content has been added finally, all animations intact, the embeds have a custom bg glow based on the initial embed content.

the embed may be slow to load on mobile, which i will fix in a future update if ever needed as i will be moving to focus on other projects.

0
0
4
Ship

can be downloaded at https://github.com/vensah-dev/pew-pew/releases/tag/v1.1.0

I am working on a game called Pew Pew. The concept is a wave based arcade style 3D space shooter. Some of the controls are inspired by No Man’s Sky. The game aims to fill the void of 3D space games that aren’t arcade style combat oriented with quick rounds and meta progression. Eventually, i aim to be able to have a campaign mode for the game!

Currently the game has:

  • better starship handling taking inspiration from No Man’s Sky
  • unique enemy AI behaviour for three different unique enemies with different styles
  • wave based game loop
  • death screen
  • purchase store in space station for 2 other guns and health repair kits/boosters or shield boosters/repairs

currently the shooting and can feel hard or buggy, i would be adding in an auto aim assist for long range targets on the machine gun so that early game can be more enjoyable and easier to play before the target seeking weapons are available

i started this game a few months ago but had some struggles with motivation and so am now updating it again to reignite my passion for it and eventually release a full version.

  • 1 devlog
  • 1h
  • 2.71x multiplier
  • 2 Stardust
Try project → See source code →
Open comments for this post

1h 8m 14s logged

can be downloaded at https://github.com/vensah-dev/pew-pew/releases/tag/v1.1.0

I am working on a game called Pew Pew. The concept is a wave based arcade style 3D space shooter. Some of the controls are inspired by No Man’s Sky. The game aims to fill the void of 3D space games that aren’t arcade style combat oriented with quick rounds and meta progression. Eventually, i aim to be able to have a campaign mode for the game!

i started this game a few months ago and am now updating it again to reignite my passion for it and eventually release a full version.

0
0
10
Open comments for this post

7h 49m 9s logged

Bug fixes extra features and even more content and redirects for participants to use:

  • fixed padding inconsistencies on mobile
  • changed content and info about panelists to be more accurate
  • changed formatting of bios
  • added in more info on locations of learning journeys
  • added in a better text hiearchy for the blocks of text
  • added glowing images for most uses
0
0
3
Ship

I made a website for one of my school’s events called Y.LEAD. The website serves as a common platform for participants and facilitators to access information like timeline, the different events, participant documents (soon to be added), overview, credit for people involved

  • 2 devlogs
  • 2h
  • 11.90x multiplier
  • 24 Stardust
Try project → See source code →
Open comments for this post

1h 32m 2s logged

https://y-lead-2026.vercel.app/

page for organising committee credits and acknowledgements. Can now be accessed via a button that redirected to /about/organising-committee. /about may be used for other stuff like this as well like certain event details and etc… Current at /about/organising-committee there ar pictures of each comm and they’re heads and members, the images are all have been converted into avif for faster loading times

0
0
7

Followers

Loading…