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Nicormu

@Nicormu

Joined June 1st, 2026

  • 26Devlogs
  • 5Projects
  • 3Ships
  • 45Votes
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5h 42m 50s 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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6h 31m 23s logged

Hi everybody,
I have been working on making the menu more visually appealing by changing the button panels, adding a title, adding an exit animation, and changing the fonts used for the game. I hope you like it
By now, I have been lazy and have not started with the settings, therefore, the button does not work, so don’t use it :p
I have been making some changes in the way floors and walls behave to add the void. However, the rules are really stressing me out. The void is now looking like a combination between upper walls and side walls. I don’t know how to config the rulessssssss
In the code, I erased some things that were not necessary, such as the corridors in the dungeon manager and similar scripts that were in charge of the dungeon generation

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Ship

🚀 Dave — Part 2

I went back to Dave and actually gave him feelings. The original version was just a collection of random responses living in Slack. This update
makes him feel like someone with opinions.

Pre-written arrays of snark I wrote at 2 AM: /dave-debater argues against anything you say, /dave-existential questions his own purpose (he
doesn’t have one), and /dave-compliment is the only wholesome thing in this entire project.

Spent more time fighting Nest’s SSH passphrase out of nowhere than writing code. journalctl –user -u dave.service became my nemesis about three
times that day. Toggling restart commands blindly until something stuck.

But now it runs, and there’s a bot in our workspace that roasts people for no reason. That’s enough. Try /dave-debater I love coding or
/dave-existential. 😄

  • 2 devlogs
  • 1h
  • 3.97x multiplier
  • 5 Stardust
Try project → See source code →
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52m 35s logged

What’s new this version:

  • /dave-mood — Dave describes his emotional state (spoiler: it’s not good)
  • /dave-advice — Terrible life advice for real-life problems
  • /dave-compliment — Because some days you need to hear nice things
  • /dave-fortune — Fortune cookie wisdom for developers
  • /dave-debater — Feed Dave an opinion and watch him tear it apart
  • /dave-decide — Let Dave make your decisions when you can’t
  • /dave-existential — Deep thoughts from a very shallow bot
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Ship

By now, I have finished implementing the mine generation. The mine is generated randomly, with the walls and floors receiving decorations that are also randomized according to the seed.

The itch.io page is decorated and working. I had some trouble setting the correct width and height between Unity and itch.io, so I had to ask a partner who is currently traveling for help JAKSJASJK.

The first scene of the game is also working. The Play and Exit buttons are functional, with the Exit button having a confirmation prompt to prevent accidental exits.

One of the hardest things I have worked on so far has been the Rule Tiles and Unity’s animation system. What a headache it was to solve all the visual bugs I encountered along the way. Right now I have a problem with the void tiles (I think the problem is the spritesheet AJKAJKSJ)

The game is still in a very, very early stage. Right now, there are no actual obstacles—only rocks that appear at dead ends. Their positions are currently hard-coded because I mainly wanted to test how the rock assets looked in the game. There is also already some enemy code implemented, but I have not worked on the enemy sprites yet. Therefore, there are no enemies, no obstacles; only the map changes every time you enter a new run

One of the biggest things I have learned from this project is that drawing is soooooooo hard… and/or I absolutely suck at drawing.

  • 8 devlogs
  • 51h
  • 7.00x multiplier
  • 256 Stardust
Try project → See source code →
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1h 10m 35s logged

Here is a look at how the Itch.io page looks. I changed the banner because I didn’t like the previous one. I also added an exit animation. It is missing the settings and other ideas.
Thrust the process 😉

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8h 46m 57s logged

Hi everybodyyyyyyy
The game now has its own itch.io
By now, there is so much gameplay missing, I will be working on. If you have any ideas or comments, pls tell me :D

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4h 27m 52s logged

I have been working on the Banner for the game (I’m sure I will change it jkajskaj). Also, my friend told me that the colors used for the game were boring and too grey, so I decided to change them. On the other hand, I improved the placement of the doors and the minimap with its corresponding transition

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2h 58m 16s logged

Does anyone know what is happening here? The animation is not working, and I don’t know why. The animation is like frozen.
If someone knows what it could be, tell me pls

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2h 3m logged

Now we have minimappppppppppppppp
I’m not completely in love with the result, I didn’t know how to make the asset look nice to the viewer.
I think an animation in the minimap when crossing a door would be nice.
I also made small changes in the color and size of the decoration to make it more noticeable.

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4h 49m logged

Hi everyone!!!
I improved the transition between the rooms and the animation of each door to be fully open. I also started with the decorations for the walls, but they seem to be veryyyyyyy small JAKSJAJSA
I also improved a very long script I had and divided it into shorter ones to make changes easier and make the code understandable.
Hope you like my journey :D

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2h 17m 42s logged

Finally, I make it workkkkkkk
The dungeon generation is workinngggggg
It took me a little too much time, but I have done it, and I’m very proud of myself. Now I have to continue on this journey :D

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24h 24m 35s logged

This is sad :c
But I don’t care; I hope all of you are fine, and I want to present the game I’m working on with a friend. The game is called Ephemeral, and I would like it to be a Roughlite like The Binding of Isaac or Enter the Gungeon.
By now, I am working on the generation of the dungeon, and it has been very difficult.
Any suggestions you have would be very helpful :D

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2h 28m 3s logged

Devlog #5

I have been struggling with the crafting system. I cannot even describe the problem I have right now. Almost all the time recorded is trying the system and nothing to work. After I gived up with that, I organized the project :D

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37m 1s logged

Devlog #1

Hi everyone! This is my first contact with software as KiCad and I hope I do it well 😎. Also, I had a few problems while recording my desktop to measure the time I spend on the project, I don’t know why my browser and KiCad crashes while I’m working and the recordings are lost 🙃. Btw, if someone knows another software different to the Autodesk one, would be nice because I couldn’t download it

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