stardance has been extended another month! the new deadline is october 31 :)

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Veert

@Veert

Joined August 17th, 2026

  • 24Devlogs
  • 3Projects
  • 2Ships
  • 37Votes
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8h 26m 1s logged

Adding some new features and improving on gameplay and improving the performance of the game on low-end devices

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1h 2m logged

Completely Rewrote my code as when i shipped it the reviewer said it was over 30% ai now fixed it and its now below 30% ai

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8h 51m 59s logged

Working On Fixing The readability of the captions and fixing the tips and the tutorial for the game along with improving the layout of the game

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9h 4m 5s logged

Guns are in. You take one off the first guard you kill, and firing it wakes the whole zone so you build a silencer out of a sleeve, a spring and an oily rag. The king’s an actual fight now too, he winds up before every move so you can dodge it and one of them rips a limb off you and chucks it on the floor. He used to one-shot you if you’d gone full animal, so that’s gone. Checkpoints on every zone now, plus a pile of daft bugs fixed.

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4h 14m 2s logged

Binned the black hole game after about a day and started Quarry instead. You’re a scientist who got kidnapped for something you built, they took your limbs, and you escape by tearing limbs off whatever you can find. Animal ones jump higher and hit harder, but the guards can see you’re not human anymore, which is basically the whole game. First playable version was rubbish. Every gap was too wide to clear, so you couldn’t actually finish it. Since then I’ve added five zones, a king to fight at the end, guns you loot off dead guards, and a silencer you build out of a sleeve, a spring and an oiled rag. Also spent way too long moving the gun sprite up four pixels because at hip height it looked like something else.

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2h 57m 50s logged

Changed the Game Completely and moved onto another game idea as the other one didn’t seem to be working out

heres a sneak peek below

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6h 47m 23s logged

1 September
Today i completely redesigned the UI and also added two new features

  • Different Type of foods
  • A SpeedRun mode
    On top of that cleaned up the repo and fixed some minor issues here and there
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12h 11m 42s logged

aug 29
completely remade the banner today — scrapped the old one and rebuilt it from scratch so it actually holds together. after that i cleaned up the code, tidying things up and cutting out the rough bits, and did some general improvements across the game while i was in there.
more features coming soon.

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9h 53m 2s logged

Fixed the big bug where growing your hole past a certain size would whiteout the entire screen — turned out the camera and the glow effects were both scaling wrong at high mass. While I was in there I added a bunch of new stuff: kill cam replays when you die, comets and binary planets that mess with gravity, a tracker that shows when a rogue hole is hunting you, and permanent achievements on top of the regular quests. Hosts can also now tweak gravity strength, arena size, and bot count before opening a station. Caught and fixed a couple of sneaky bugs along the way too, like eat sounds losing their punch on big absorbs. It’s all live on the GitHub Pages link now.

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7h 28m 2s logged

Turned out if you’d already played a round and went back to the menu, you’d hear every bot in the background eating dust at full volume — the sound code treated “nobody’s watching” as “max volume” instead of silent. Fixed.Also added a pile of new stuff to actually do out there: dash (E key, quick burst forward, costs mass), wormholes that teleport you across the map, random supernova blasts that shove everything outward, a gravity slingshot off planets for a free speed boost, slow mass decay if you’re running away with the lead, a shockwave when you eat something way smaller than you, and a token bounty on whoever’s currently #1.

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14h 22m logged

Spent this session on polish and cleanup. Reworked the UI and CSS myself — set up a color palette with variables so the whole game re-themes from one place, and simplified a lot of the styling.
Also fixed a performance bug: the game ran fine in Safari but lagged in Chrome. Turned out canvas shadow-blur is way slower in Chromium, so I cut it off the small stuff (dust, particles) and leaned on the additive glow instead. Runs smooth now.
Still fixing the plinko bonus round and cleaning things up. More soon.

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