|
60955
|
webbie by @codeeleven | Stardance
|
codeeleven
|
1
|
6.23
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T09:07:10Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a desktop with Spotlight (Picsum Photos) wallpapers with WinBox.js as desktop compositor with a modular application system with preparations to WASM and c2w in next version. I designed this app with glassmorphism design in mind. Currently, it contains VanillaCalendarPro calendar app, StackBlitz IDE, Picsum Info page and an IFrame browser.", "repo": "https://github.com/codeeleven0/webbie", "demo": "https://codeeleven0.github.io/webbie"}]...
|
[{"post_id": 66832, "ts": "202 [{"post_id": 66832, "ts": "2026-09-12T19:03:49Z", "hours": 1.2303, "text": "published the latest version with extra fixes, check the ship!"}, {"post_id": 66443, "ts": "2026-09-12T08:50:51Z", "hours": 1.1694, "text": "Probably my last devlog before I ship. Added an IFrame browser, added wallpaper refresh system and handled edge cases (like overflow) in CSS."}, {"post_id": 66184, "ts": "2026-09-11T20:58:35Z", "hours": 2.4, "text": "Refined the UI, fixed minimize for the last time, added Calendar and StackBlitz app and prepared for Emscripten c2w runtime for WebOS 2!"}, {"post_id": 65962, "ts": "2026-09-11T13:33:54Z", "hours": 0.5964, "text": "did minimize and taskbar"}, {"post_id": 65919, "ts": "2026-09-11T11:46:22Z", "hours": 0.3886, "text": "fixed styles, added windows and their styles!"}, {"post_id": 65911, "ts": "2026-09-11T11:22:54Z", "hours": 0.9025, "text": "Created the automated wallpapers like Windows Spotlight, created styles for the desktop UI elements (still working on that taskbar!) and imported the WinBox windowing system."}]...
|
Title: webbie by @codeeleven | Stardance
Devlogs: Title: webbie by @codeeleven | Stardance
Devlogs:
Created the automated wallpapers like Windows Spotlight, created styles for the desktop UI elements (still working on that taskbar!) and imported the WinBox windowing system.
fixed styles, added windows and their styles!
did minimize and taskbar
Refined the UI, fixed minimize for the last time, added Calendar and StackBlitz app and prepared for Emscripten c2w runtime for WebOS 2!
Probably my last devlog before I ship. Added an IFrame browser, added wallpaper refresh system and handled edge cases (like overflow) in CSS.
published the latest version with extra fixes, check the ship!
Ships:
I made a desktop with Spotlight (Picsum Photos) wallpapers with WinBox.js as desktop compositor with a modular application system with preparations to WASM and c2w in next version. I designed this app with glassmorphism design in mind. Currently, it contains VanillaCalendarPro calendar app, StackBlitz IDE, Picsum Info page and an IFrame browser....
|
1793681867.42021
|
1793768267.42021
|
|
60956
|
WarioWare Game by @harrisonlong04 | Stardance
|
harrisonlong04
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @harrisonlong04 | Stardan Title: WarioWare Game by @harrisonlong04 | Stardance...
|
1793645801.8639145
|
1794250601.8639145
|
|
60957
|
PC OR LAPTOP by @Krishnazx07 | Stardance
|
Krishnazx07
|
1
|
8.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T10:42:40Z", "hours": 8.0, "multiplier": 1.02, "payout": 9, "blessing": "neutral", "text": "I made a website about pc and laptop. and i think it has really helped me learn about flexbox and grid and improved my web development skills vastly.", "repo": "https://github.com/Krishnazx07/Pc-VS-Laptop", "demo": "https://krishnazx07.github.io/Pc-VS-Laptop/"}]...
|
[{"post_id": 65894, "ts": "202 [{"post_id": 65894, "ts": "2026-09-11T10:32:07Z", "hours": 8.4683, "text": "I have completed a web project. it was more like a practice project to learn some new stuff about web development."}]...
|
Title: PC OR LAPTOP by @Krishnazx07 | Stardance
D Title: PC OR LAPTOP by @Krishnazx07 | Stardance
Devlogs:
I have completed a web project. it was more like a practice project to learn some new stuff about web development.
Ships:
I made a website about pc and laptop. and i think it has really helped me learn about flexbox and grid and improved my web development skills vastly....
|
1793681868.5707498
|
1793768268.5707498
|
|
60958
|
My own site! by @Zorito | Stardance
|
Zorito
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Zorito | Stardance
|
1793645802.770811
|
1794250602.770811
|
|
60959
|
My First NASA Project by @maedehyousufi | Stardanc My First NASA Project by @maedehyousufi | Stardance...
|
maedehyousufi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My First NASA Project by @maedehyousufi | S Title: My First NASA Project by @maedehyousufi | Stardance...
|
1793645803.6710966
|
1794250603.6710966
|
|
60960
|
Money counter by @koen | Stardance
|
koen
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Money counter by @koen | Stardance
|
1793645804.5524318
|
1794250604.5524318
|
|
60961
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793739319.2867985
|
1794603319.2867985
|
|
60962
|
My own site! by @Zsultan | Stardance
|
Zsultan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Zsultan | Stardance
|
1793645805.421279
|
1794250605.421279
|
|
60963
|
My very own WebOS by @anaghasreshta | Stardance
|
anaghasreshta
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @anaghasreshta | Stard Title: My very own WebOS by @anaghasreshta | Stardance...
|
1793645806.3117118
|
1794250606.3117118
|
|
60964
|
hack kit by @koen | Stardance
|
koen
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: hack kit by @koen | Stardance
|
1793645807.1920059
|
1794250607.1920059
|
|
60965
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793739320.147428
|
1794603320.147428
|
|
60966
|
Termibrowse by @shadowx | Stardance
|
shadowx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Termibrowse by @shadowx | Stardance
|
1793645808.0895872
|
1794250608.0895872
|
|
60967
|
My awesome macropad! by @notfaisal | Stardance
|
notfaisal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @notfaisal | Starda Title: My awesome macropad! by @notfaisal | Stardance...
|
1793645808.9901478
|
1794250608.9901478
|
|
60968
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793739321.8732452
|
1794603321.8732452
|
|
60969
|
My very own WebOS by @siddharth_ponugumati | Stard My very own WebOS by @siddharth_ponugumati | Stardance...
|
siddharth_ponugumati
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T11:51:18Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "THIS WAS SO GOOD I took up this project to try and learn html and it was AMAZING Though i did not complete the final task i think this is good enegh for my first time with html", "repo": "https://github.com/sure7831/webos", "demo": "https://webos-nk98.vercel.app/"}]...
|
[{"post_id": 68601, "ts": "202 [{"post_id": 68601, "ts": "2026-09-15T11:48:19Z", "hours": 1.3008, "text": "this is it i am done with the project and finally made my first app thoug i did not make a advanced app this is good enough. I have no experience in HYML and am surprised i got this far"}, {"post_id": 67985, "ts": "2026-09-14T09:58:49Z", "hours": 1.6319, "text": "finally got what is essentialy a app working this is going to be my second last devlog for this project and i would describe this as a very fun project"}, {"post_id": 67920, "ts": "2026-09-14T07:07:10Z", "hours": 1.7272, "text": "finally finished the topbara"}, {"post_id": 66743, "ts": "2026-09-12T17:11:38Z", "hours": 0.6072, "text": "first time learning html"}]...
|
Title: My very own WebOS by @siddharth_ponugumati Title: My very own WebOS by @siddharth_ponugumati | Stardance
Devlogs:
first time learning html
finally finished the topbara
finally got what is essentialy a app working this is going to be my second last devlog for this project and i would describe this as a very fun project
this is it i am done with the project and finally made my first app thoug i did not make a advanced app this is good enough. I have no experience in HYML and am surprised i got this far
Ships:
THIS WAS SO GOOD I took up this project to try and learn html and it was AMAZING Though i did not complete the final task i think this is good enegh for my first time with html...
|
1793681869.7008414
|
1793768269.7008414
|
|
60970
|
My awesome macropad! by @rasul | Stardance
|
rasul
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @rasul | Stardance
|
1793645809.8877583
|
1794250609.8877583
|
|
60971
|
maya by @pratr_exe | Stardance
|
pratr_exe
|
0
|
1.52
|
0
|
[]
|
[{"post_id": 66676, "ts": "202 [{"post_id": 66676, "ts": "2026-09-12T15:24:56Z", "hours": 0.5297, "text": "debugging debugging debugging debugging"}, {"post_id": 65950, "ts": "2026-09-11T12:55:22Z", "hours": 0.9922, "text": "made the basic interface"}]...
|
Title: maya by @pratr_exe | Stardance
Devlogs:
ma Title: maya by @pratr_exe | Stardance
Devlogs:
made the basic interface
debugging debugging debugging debugging...
|
1793645810.7904058
|
1794250610.7904058
|
|
60972
|
my website by @rasul | Stardance
|
rasul
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: my website by @rasul | Stardance
|
1793645811.711566
|
1794250611.711566
|
|
60973
|
My own site! by @vishwakvarma | Stardance
|
vishwakvarma
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @vishwakvarma | Stardance
|
1793645812.6096046
|
1794250612.6096046
|
|
60974
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793739322.7299628
|
1794603322.7299628
|
|
60975
|
wariogame by @rasul | Stardance
|
rasul
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: wariogame by @rasul | Stardance
|
1793645813.5013955
|
1794250613.5013955
|
|
60976
|
message bot by @rasul | Stardance
|
rasul
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: message bot by @rasul | Stardance
|
1793645814.4145448
|
1794250614.4145448
|
|
60977
|
Robo Guy Thingy by @Bullfrog | Stardance
|
Bullfrog
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Robo Guy Thingy by @Bullfrog | Stardance
|
1793645815.2963796
|
1794250615.2963796
|
|
60978
|
3D.City by @praneel23o | Stardance
|
praneel23o
|
1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T04:16:38Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "3D.city is a browser-based 3D city-building simulation built with Three.js and MicropolisJS. The project combines real-time 3D rendering with a city simulation running in a Web Worker, allowing players to build, manage, and explore a dynamic city. It also explores WebGL/WebGPU rendering, custom shaders, 3D assets, and performance optimization for a smooth experience across different devices", "repo": "https://github.com/pannilal/3D.city/", "demo": "https://pannilal.github.io/3D.city/index_gpu.html"}]...
|
[{"post_id": 65917, "ts": "202 [{"post_id": 65917, "ts": "2026-09-11T11:38:47Z", "hours": 23.6644, "text": "3D.city — From Idea to a Browser-Based 3D City The project started with a simple idea: take the classic city-building simulation concept and turn it into a modern, fully 3D experience that runs directly in the browser. The goal was not just to create a visual 3D city, but to build an actual playable city simulation where the player can interact with and manage a living city. Starting the Project The first step was establishing the basic web application and the 3D rendering environment. The project uses Three.js as the main rendering framework. This provides the foundation for displaying buildings, roads, terrain, textures, lighting, and other elements of the city in real time. From the beginning, browser performance was an important consideration. A city can contain thousands of objects and simulation updates, so the architecture needed to be designed with performance in mind. Building the 3D World Once the rendering foundation was in place, the next step was creating the actual city environment. The project uses custom 3D models, textures, and shaders to make the city more than a collection of simple blocks. The rendering system is responsible for turning the underlying city data into a visual 3D world. Different development tools and map/tile utilities were also created during development to make it easier to work with the city’s terrain and map data. Adding the City Simulation A beautiful city is not enough for a city-building game. The city needs to actually simulate itself. For this, the project integrates micropolisJS, an open-source city simulation engine descended from the original SimCity source. This gives the project the underlying logic required for a functioning city simulation while allowing the 3D frontend to provide a completely different visual experience. One of the important architectural decisions was to run the simulation inside a Web Worker. Instead of performing all simulation calculations on the main browser thread, the simulation can run separately while Three.js focuses on rendering. This helps keep the interface responsive and the 3D world smooth. Connecting Simulation and Rendering The next challenge was connecting the simulation with the 3D world. The simulation produces city data, while the rendering system interprets that data and displays the appropriate structures and changes in the world. This creates the core loop of the project: Simulation → City Data → 3D Rendering → Player Interaction → Simulation This separation between simulation and rendering makes the project easier to expand while also helping with performance. Supporting Different Hardware Another important part of the development process was making the game usable on different systems. The repository contains different entry points for the experience, including a normal graphics version, an advanced GPU/WebGPU-oriented version, and a low-performance version. This allows the project to experiment with different rendering capabilities rather than assuming every player has the same hardware. The main experience is designed to run in modern browsers using WebGL2 or WebGPU, making the game accessible without requiring a traditional desktop installation. Bringing Everything Together After the rendering system, simulation, assets, map tools, and browser interface were connected, the project evolved from a technical experiment into a playable 3D city-building prototype. The final application combines: A real-time Three.js 3D environment Custom shaders, textures, and 3D models The micropolisJS city simulation Web Worker-based simulation processing Browser-based gameplay Multiple graphics configurations Supporting tools for maps and tiles An open-source codebase The result is 3d.city, a fully browser-playable 3D city builder. The city is built in the browser — and this is only the beginning."}]...
|
Title: 3D.City by @praneel23o | Stardance
Devlogs Title: 3D.City by @praneel23o | Stardance
Devlogs:
3D.city — From Idea to a Browser-Based 3D City The project started with a simple idea: take the classic city-building simulation concept and turn it into a modern, fully 3D experience that runs directly in the browser. The goal was not just to create a visual 3D city, but to build an actual playable city simulation where the player can interact with and manage a living city. Starting the Project The first step was establishing the basic web application and the 3D rendering environment. The project uses Three.js as the main rendering framework. This provides the foundation for displaying buildings, roads, terrain, textures, lighting, and other elements of the city in real time. From the beginning, browser performance was an important consideration. A city can contain thousands of objects and simulation updates, so the architecture needed to be designed with performance in mind. Building the 3D World Once the rendering foundation was in place, the next step was creating the actual city environment. The project uses custom 3D models, textures, and shaders to make the city more than a collection of simple blocks. The rendering system is responsible for turning the underlying city data into a visual 3D world. Different development tools and map/tile utilities were also created during development to make it easier to work with the city’s terrain and map data. Adding the City Simulation A beautiful city is not enough for a city-building game. The city needs to actually simulate itself. For this, the project integrates micropolisJS, an open-source city simulation engine descended from the original SimCity source. This gives the project the underlying logic required for a functioning city simulation while allowing the 3D frontend to provide a completely different visual experience. One of the important architectural decisions was to run the simulation inside a Web Worker. Instead of performing all simulation calculations on the main browser thread, the simulation can run separately while Three.js focuses on rendering. This helps keep the interface responsive and the 3D world smooth. Connecting Simulation and Rendering The next challenge was connecting the simulation with the 3D world. The simulation produces city data, while the rendering system interprets that data and displays the appropriate structures and changes in the world. This creates the core loop of the project: Simulation → City Data → 3D Rendering → Player Interaction → Simulation This separation between simulation and rendering makes the project easier to expand while also helping with performance. Supporting Different Hardware Another important part of the development process was making the game usable on different systems. The repository contains different entry points for the experience, including a normal graphics version, an advanced GPU/WebGPU-oriented version, and a low-performance version. This allows the project to experiment with different rendering capabilities rather than assuming every player has the same hardware. The main experience is designed to run in modern browsers using WebGL2 or WebGPU, making the game accessible without requiring a traditional desktop installation. Bringing Everything Together After the rendering system, simulation, assets, map tools, and browser interface were connected, the project evolved from a technical experiment into a playable 3D city-building prototype. The final application combines: A real-time Three.js 3D environment Custom shaders, textures, and 3D models The micropolisJS city simulation Web Worker-based simulation processing Browser-based gameplay Multiple graphics configurations Supporting tools for maps and tiles An open-source codebase The result is 3d.city, a fully browser-playable 3D city builder. The city is built in the browser — and this is only the beginning.
Ships:
3D.city is a browser-based 3D city-building simulation built with Three.js and MicropolisJS. The project combines real-time 3D rendering with a city simulation running in a Web Worker, allowing players to build, manage, and explore a dynamic city. It also explores WebGL/WebGPU rendering, custom shaders, 3D assets, and performance optimization for a smooth experience across different devices...
|
1793681870.8653064
|
1793768270.8653064
|
|
60979
|
STL In-out by @nicklogan1412 | Stardance
|
nicklogan1412
|
0
|
0.56
|
0
|
[]
|
[{"post_id": 66895, "ts": "202 [{"post_id": 66895, "ts": "2026-09-12T20:55:56Z", "hours": 0.5622, "text": "What I acomplished: Created my github page and github pages -made the files for the project, basic CSS and html, no JS yet -Created a logo"}]...
|
Title: STL In-out by @nicklogan1412 | Stardance
D Title: STL In-out by @nicklogan1412 | Stardance
Devlogs:
What I acomplished: Created my github page and github pages -made the files for the project, basic CSS and html, no JS yet -Created a logo...
|
1793645816.169283
|
1794250616.169283
|
|
60980
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793739324.4979193
|
1794603324.4979193
|
|
60981
|
WarioWare Game by @Miky | Stardance
|
Miky
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @Miky | Stardance
|
1793645817.05464
|
1794250617.05464
|
|
60982
|
Catcher Snake by @emin | Stardance
|
emin
|
1
|
5.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T19:45:50Z", "hours": 5.0, "multiplier": 1.38, "payout": 3, "blessing": "neutral", "text": "I built Catcher Snake, a classic snake game featuring enhanced mechanics using HTML Canvas and vanilla JavaScript. The most challenging part was seamlessly integrating different power-up types, temporary speed reduction mechanics, and shield features into the core game loop. To test the project, you can simply open it in your browser, use the arrow keys or WASD to play, and try the difficulty levels and modes.", "repo": "https://github.com/muhammet842/CatcherSnake", "demo": "https://catcher-snake.vercel.app/"}]...
|
[{"post_id": 68222, "ts": "202 [{"post_id": 68222, "ts": "2026-09-14T18:43:52Z", "hours": 1.0431, "text": "I finally finished my project after totally 4.5 hours effort. There are some new features I just added: Power-ups: Randomly spawning special items on the map that give unique. Advantages: Gold: 50 Grants bonus score. Slow: Temporarily slows down the snake’s speed for tactical movement. Shield: Protects the snake from wall collisions in classic mode or prevents instant crashes."}, {"post_id": 67431, "ts": "2026-09-13T15:16:11Z", "hours": 3.0561, "text": "I’m getting close to end of the project, that’s how it looks like right now, if do you guys have any suggestion, please let me now. You can try it from here ==> https://catcher-snake.vercel.app/"}, {"post_id": 65952, "ts": "2026-09-11T13:10:07Z", "hours": 0.4164, "text": "I decided to make one more project to confirm 30 hours working. I hope this will make it finished. This project is a simple snake game just like slither.io"}]...
|
Title: Catcher Snake by @emin | Stardance
Devlogs Title: Catcher Snake by @emin | Stardance
Devlogs:
I decided to make one more project to confirm 30 hours working. I hope this will make it finished. This project is a simple snake game just like slither.io
I’m getting close to end of the project, that’s how it looks like right now, if do you guys have any suggestion, please let me now. You can try it from here ==> https://catcher-snake.vercel.app/
I finally finished my project after totally 4.5 hours effort. There are some new features I just added: Power-ups: Randomly spawning special items on the map that give unique. Advantages: Gold: 50 Grants bonus score. Slow: Temporarily slows down the snake’s speed for tactical movement. Shield: Protects the snake from wall collisions in classic mode or prevents instant crashes.
Ships:
I built Catcher Snake, a classic snake game featuring enhanced mechanics using HTML Canvas and vanilla JavaScript. The most challenging part was seamlessly integrating different power-up types, temporary speed reduction mechanics, and shield features into the core game loop. To test the project, you can simply open it in your browser, use the arrow keys or WASD to play, and try the difficulty levels and modes....
|
1793681872.008126
|
1793768272.008126
|
|
60983
|
Sophiana’s Autumn Hub 🍁 by @sophia_m | Stardance
|
sophia_m
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Sophiana’s Autumn Hub 🍁 by @sophia_m | Star Title: Sophiana’s Autumn Hub 🍁 by @sophia_m | Stardance...
|
1793645817.9397209
|
1794250617.9397209
|
|
60984
|
WarioWare Game by @Akosh | Stardance
|
Akosh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @Akosh | Stardance
|
1793645818.8592415
|
1794250618.8592415
|
|
60985
|
test by @Zus | Stardance
|
Zus
|
0
|
0.0
|
0
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Title: test by @Zus | Stardance
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1793645819.7458668
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1794250619.7458668
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my APOD site by @michalm | Stardance
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michalm
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[]
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Title: my APOD site by @michalm | Stardance
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1793645820.631111
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1794250620.631111
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60987
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My awesome macropad! by @AnujPatwa | Stardance
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AnujPatwa
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0.0
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Title: My awesome macropad! by @AnujPatwa | Starda Title: My awesome macropad! by @AnujPatwa | Stardance...
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My very own WebOS by @cvery9088 | Stardance
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cvery9088
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Title: My very own WebOS by @cvery9088 | Stardance
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1793645822.445541
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1794250622.445541
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WarioWare Game by @adeena_owais10 | Stardance
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adeena_owais10
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Title: WarioWare Game by @adeena_owais10 | Stardan Title: WarioWare Game by @adeena_owais10 | Stardance...
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1793645823.3668911
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1794250623.3668911
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60996
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firstpad by @goerge_salib | Stardance
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goerge_salib
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Title: firstpad by @goerge_salib | Stardance
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firstpad by @goerge_salib | Stardance
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Title: firstpad by @goerge_salib | Stardance
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portfolio by @aayush001 | Stardance
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aayush001
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0.0
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[]
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Title: portfolio by @aayush001 | Stardance
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1793645826.6685522
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1794250626.6685522
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60999
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"Boom" Protector by @Fiskerz | Stardance
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Fiskerz
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2
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49.0
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888
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T14:06:45Z", "hours": 8.0, "multiplier": 18.7, "payout": 148, "blessing": "neutral", "text": "What is this? This is a tower defense game made in unity. It’s got quite a twist to it- it literaly evolves around you as you progress. Some of the initial features: 3 unique towers that shoot at enemies passing by in order, all in their own unique style 5 different worlds , that evolve with your play, just as enemies in each one do Tower upgrades An entire balance system with a shop to buy the upgrades A slot tower placement system that allows you to place the towers on any of the spots to your liking! A whole lore to the game All hand-painted assets, nothing here was ai generated! And so so much more! you can see the entire list in the readme file Features added in this update Added a custom font . Used everywhere and really brings up the feel of the game. Added guide text to the dialog box. A feature I got reccomended more than once last time in reviews. Added a codebase for upgrades . Now as far as you cannot upgrade anything yet with the stats I made the system that could be used to do so. When you select any upgrade, all towers will highlight and clicking on that tower makes the game aware which tower with which upgrade was clicked. But due to lack of time this is only a prototype and a placeholder feature base. Of course **this entire project wouldn’t be possible without my friend @FishyDrawer **, as she was the one behind all of the textures, so huge shoutout! What am I proud of? Shipping this project for the second time, although rating will for sure not be as fun. How can I try this? It’s quite simple really - just press the “Try project” button and press play on itch.io. If you can I reccomend to download the game, as the web version is not confirmed to be issue-less, but it worked fine in my case! I really hope you’ll enjoy playing and thanks for reading!", "repo": "https://github.com/Catmaster543/Evolution-game", "demo": "https://cat-master543.itch.io/boom-protector"}, {"ship_num": 2, "ts": "2026-09-18T23:21:57Z", "hours": 41.0, "multiplier": 18.02, "payout": 740, "blessing": "neutral", "text": "What is this? This is a tower defense game made in unity. It’s got quite a twist to it- it literaly evolves around you as you progress. Some of the features: 3 unique towers that shoot at enemies passing by in order, all in their own unique style 5 different worlds , that evolve with your play, just as enemies in each one do Tower upgrades An entire balance system with a shop to buy the upgrades A slot tower placement system that allows you to place the towers on any of the spots to your liking! A whole lore to the game All hand-painted assets , nothing here was ai generated! And so so much more! you can see the entire list in the readme file What was challenging? Well, this wasn’t my first game I’ve ever made (it’s the third..), but I really struggled with some things: The placement system . I’ve never made anything even similar to this system, so I had mostly no clue on how to make it. Once I got the hang of it, everything was fine, but it took me some real time to do it without bugs. The web version . I truly don’t get why this trivial thing was such a trouble, I had this terrible issue where no cutscenes would play in the web build, which stripped the game of a lot of it’s feel and lore. I seriously considered giving up many times as I just couldn’t fix it. But hey, I ended up solving it and now it works! Of course this entire project wouldn’t be possible without my friend @FishyDrawer , as she was the one behind all of the textures, so huge shoutout! What am I proud of? Not giving up in the tough times. It was really tempting to skip some things when they felt too difficult or overwhelming, but I ended up biting through each one and making it to the finish line. How can I try this? It’s quite simple really - just press the “Try project” button and press play on itch.io. If you can I reccomend to download the game, as the web version is not confirmed to be issue-less, but it worked fine in my case! I really hope you’ll enjoy playing and thanks for reading!", "repo": "https://github.com/Catmaster543/Evolution-game", "demo": "https://cat-master543.itch.io/boom-protector"}]...
|
[{"post_id": 84871, "ts": "202 [{"post_id": 84871, "ts": "2026-10-30T14:06:21Z", "hours": 3.3633, "text": "Added simple upgrades base and last ship prep I wasn’t initially planning on shipping anything else, but changed my mind last minute so here I go, this time for certain. Added upgrades base . I added a base for upgrades, which now generate dynamically in the shop upgrades UI. They don’t and won’t do anything for now, as that’s just too much work I’d have to do and I really don’t have the time now. Ship prep . By the time you see this post I’ve already written the ship post, as well as updated the readme and built the latest version of the game to windows (the web version is broken again and I lack the 4 hours needed to fix it again) And that’s pretty much it, thx for reading! Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it today."}, {"post_id": 71913, "ts": "2026-09-21T19:17:50Z", "hours": 4.5586, "text": "Planned out new features, added custom font and added dialog box guide! Alright, before I write this devlog I’ve got some things to say first- Huge and I mean HUGE thanks to all the people that rated this project, not just for the overall amazing results, but moreover the incredible constructive feedback I received! The feedback I received was truly amazing, as people didn’t complain about some feature not being to their liking as it often happens, but instead with each issue a solution, or some sort of idea! Genuine thanks to the people who rated this! . To pay ya’ll back somehow I took my time and read through each and every single review in detail and wrote down all of the complaints and ideas. Also.. real thank you to the staff for marking this as a super star project, it truly made my day! Now… onto this devlog, yay! Read through all of the reviews, marked them down and did some thinking and planning. I dedicated almost an entire hour to make sure I won’t miss any ideas and pondered a bit about how could I possibly implement them to keep the game feel similar. Added custom font . This is something I’ve been reccomended for quite a while and totally got it, so now a custom font is in use, made once again by my dear friend @FishyDrawer , soo shoutout! Added a click guide/indicator in dialog box . I did not really thought of this ever before, but it kinda makes sense- from the reviews it was a little confusing for first time players to realize they should click on the dialog box to progress. So now after you don’t click for a longer time a small text telling you to click appears, pretty neat I think! Fixed the balance visuals in the first two levels. This is a complaint I got quite often and it was a bug, not an intended feature. But hey, now it shall be fixed Began work on upgrades . This probably took up the majority of this logged time, as it’s not really a joke to rewrite the old system to this new one. But hopefully I’ll be able to add this next time! Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it today."}, {"post_id": 70329, "ts": "2026-09-18T23:21:14Z", "hours": 1.4536, "text": "Finally fixed the web version + ship preparations! Devlog #11 for “Boom” protector I am really glad for finally fixing this bug, that caused cutscenes to not work on the web version of the game. It was a real headscratcher to deal with to say the very least, but hey it works now :) I also prepared the project for shipping and next post shall be a ship, so see yall there! Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it today."}, {"post_id": 70265, "ts": "2026-09-18T20:45:37Z", "hours": 5.7008, "text": "Added all of the sound design and polishing! Devlog #10 for “Boom” Protector As you can see there is quite a bit of time logged on this one and it’s all because of one thing- but I’ll get to it later. Anyways here are some of the changes: Added the entire sound design . Just when I thought that I could go ahead and begin finishing and polishing the game up I realized an awful thing - I still haven’t solved the sound at all . So now there’s: Bg/passive music in-game Tree shooting sound Tree placed sound Projectile hitting sound Shop clicking sound Added the quit button . Yeah very impressive, I know. I just felt like mentioning it, that’s the whole reason it’s here. Translated some stuff , as some things were in czech. Added visual clue of insufficient balance . Before you just had to guess what the numbers in shop meant, now if you lack the balance to purchase a tower, it will flash red. Many, many, many bugfixes . This was one of the main focus as of here and here are some that I fixed: Issues with different screen sizes . Whenever you were to use anything else than the 1080p the game was designed for, the entirety of the ui would fall apart. Now that’s fixed. Removed debug enemies . As far as I’ve said this like 10 times already, this time they are actually gone. The bg audio not playing . Despite the fact I added sound in this update, it was already broken. And last: Uploaded the game to a new itch page and published normal + web version . Anyways that’s all for this time I think, I’m pretty tired.. Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it out one day."}, {"post_id": 69708, "ts": "2026-09-17T16:52:30Z", "hours": 4.3833, "text": "Added the end screen, improved the game tutorial and many bugfixes Devlog #9 for “Boom” protector Aight, since the last time I’ve made some pretty damn decently big changes, so let me go through them one by one: Added the end screen , a short cutscene with another dialog box and a choice (in the future maybe) to enter the endless mode Improved the tutorial - the interactive tutorial I’ve made last time is something I truly like, as it makes the game feel way less like a mess. Due to that I added a second part to this tutorial that tells you about the shop and how it works. Bugfixes Fade screen not covering the whole screen . A tiny stripe of whatever was underneath could be seen during the fading. This bug has been a real nerve for my eyes to look at, so I’ve decided to finally fix it. “Upgrading” towers over their max level . For whatever reason you could upgrade towers that were already at their maximum level, which would do exactly one thing: take it off your balance. No actual upgrade was done. So now this is finally patched. Skipping dialog before the game loads . I am quite unhappy with the system behind the splash screen, which is why it took me so long to patch this, but now you finally can’t skip the intro dialogue by accidentaly clicking during the splash screen. Enemies spawning before second tutorial is complete . Pretty self explanatory I think. Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it out one day."}, {"post_id": 69063, "ts": "2026-09-16T09:49:18Z", "hours": 4.0606, "text": "Added the loading screen, pot unlocking, proper tutorial and so much more! Devlog #8 for “Boom” protector I’ll cut the slack this time and get straight to what I’ve added, as it is quite a bit! Loading (= Updating) screen in between worlds. This finally shows the player what is going on and makes the game feel way smoother and more polished. Proper tutorial - up until now you got a few very simple lines of text and good luck figuring out the rest. Now I’ve made it that the game actually teaches you a little bit before letting you play Pot unlocking - this has been something I’ve been a bit lazy to add, but now it’s finally in. Meaning that now trees unlock with levels you gain. Due to this some wave and enemies rebalancing will have to be done, but.. it’s fine. (still beatable, but way harder) Miniature trees to the shop pots - all pots in the shop now have their own little tree in them to make them easily distinguishible and look nicer Fixed many bugs such as shop prices increasing incorrectly And that’s about it I think, be sure to follow if you find this project cool."}, {"post_id": 68608, "ts": "2026-09-15T12:06:04Z", "hours": 2.5308, "text": "Patched a whole lot of bugs Devlog #7 for “Boom” protector Since last time’s release a completely insane and game breaking bugs, thus I spent this time patching as much of them as I could. The main two most important bugs I patched were: New tower spots would never disappear and you could click on the spots, which would decrease your balance while not placing anything down, cause there was a tree already. So now they behave correctly - they no longer show up when they shouldn’t. Null’s speech problem - In the last version if you clicked before null finished speaking, he would start speaking in a language unknown even to us developers. Now he just speaks normally."}, {"post_id": 67986, "ts": "2026-09-14T10:05:03Z", "hours": 4.1336, "text": "Added in the guide to show new players around, the main menu and intro, as well as many bugfixes Devlog #6 for “Boom” Protector Since last time a lot has changed - I added quite some UI to the game, which includes Main menu, the intro and the gameover screen . Outside the UI I also patched out a lots and lots of various bugs . Also an ambient music track to play in the bg to shift up the mood quite a bit. To top it all off, many waves of enemies have been added, making the game prototype near complete. And to celebrate the game has been uploaded to itch.io . In order to match these new changes I’ve updated the projects information. If you find this game just a little curious be sure to follow!"}, {"post_id": 67232, "ts": "2026-09-13T09:13:01Z", "hours": 5.6844, "text": "Added tower upgrades and began working on main menu! Devlog #5 for Evolution game So this time I finally added the tree/towers upgrades, which took a hellish time to implement, but it works now, hey? Outside that I also added all of the worlds for the game, so now they’re complete. I also added a small settable cooldown between worlds, so it does not feel so instant and sudden. Many enemies have been added as well. And I also added all of the three trees and their stages . To top it all off I also added range for towers , just forgot to log these changes, so they’re now all in this one big chunk together."}, {"post_id": 66839, "ts": "2026-09-12T19:13:13Z", "hours": 2.4753, "text": "Added purchaseable trees in the shop + the tower placement system and more! Devlog #4 for Evolution game Since last time I added added working shop items , the entire tower placement system , auto price writing to the label and also a few bugfixes. Outside that not much added really, but this was a real head-scratcher to deal with, as I’ve never made anything like this."}, {"post_id": 66645, "ts": "2026-09-12T14:34:20Z", "hours": 3.7775, "text": "Added the first test shop UI, second world, the transitioner for it and so much more! Devlog #3 for Evolution game It’s been another while, thus it’s time to report. As of this time I added in first and basic test shop UI that gets shown at the right time and can be updated through scripts quite easily. Enemies now also despawn when they reach the end , as well as the projectiles to prevent lag over time. Along these I made some several smaller changes, but these are not all that important to mention here."}, {"post_id": 66449, "ts": "2026-09-12T09:02:27Z", "hours": 2.0083, "text": "Added first tower with projectiles, player hp and first real map Devlog #2 for Evolution game Since last time quite some changes have been made, such as adding the first test tower with working aim and projectiles that actually damage the enemies and will pick the “first” enemy. I also added Hp to the player and enemies now actually damage you if you let them pass . That’s about it for this devlog, maybe cya another time."}, {"post_id": 66215, "ts": "2026-09-11T21:57:11Z", "hours": 4.8561, "text": "Set up the project, added test enemies, added test map, added simple wave system and so much more! Devlog #1 for Evolution game Alrighty, this is a new project, so I had to spend quite a bit of time setting basic things, such as dependencies and required plugins up. Outside that I also made the github repo for the project, as well as set it up here on stardance . In this time I also managed to make the test enemy , test map with working spline and a pretty simple, yet working wave system** with a very intuitive unity ui to make the waves (which work) and things like spawning a certain amount of enemies nice and easy. I think that is about it for this one, be sure to stick around by following if you find this interesting and maybe cya sometime."}]...
|
Title: "Boom" Protector by @Fiskerz | Star Title: "Boom" Protector by @Fiskerz | Stardance
Devlogs:
Set up the project, added test enemies, added test map, added simple wave system and so much more! Devlog #1 for Evolution game Alrighty, this is a new project, so I had to spend quite a bit of time setting basic things, such as dependencies and required plugins up. Outside that I also made the github repo for the project, as well as set it up here on stardance . In this time I also managed to make the test enemy , test map with working spline and a pretty simple, yet working wave system** with a very intuitive unity ui to make the waves (which work) and things like spawning a certain amount of enemies nice and easy. I think that is about it for this one, be sure to stick around by following if you find this interesting and maybe cya sometime.
Added first tower with projectiles, player hp and first real map Devlog #2 for Evolution game Since last time quite some changes have been made, such as adding the first test tower with working aim and projectiles that actually damage the enemies and will pick the “first” enemy. I also added Hp to the player and enemies now actually damage you if you let them pass . That’s about it for this devlog, maybe cya another time.
Added the first test shop UI, second world, the transitioner for it and so much more! Devlog #3 for Evolution game It’s been another while, thus it’s time to report. As of this time I added in first and basic test shop UI that gets shown at the right time and can be updated through scripts quite easily. Enemies now also despawn when they reach the end , as well as the projectiles to prevent lag over time. Along these I made some several smaller changes, but these are not all that important to mention here.
Added purchaseable trees in the shop + the tower placement system and more! Devlog #4 for Evolution game Since last time I added added working shop items , the entire tower placement system , auto price writing to the label and also a few bugfixes. Outside that not much added really, but this was a real head-scratcher to deal with, as I’ve never made anything like this.
Added tower upgrades and began working on main menu! Devlog #5 for Evolution game So this time I finally added the tree/towers upgrades, which took a hellish time to implement, but it works now, hey? Outside that I also added all of the worlds for the game, so now they’re complete. I also added a small settable cooldown between worlds, so it does not feel so instant and sudden. Many enemies have been added as well. And I also added all of the three trees and their stages . To top it all off I also added range for towers , just forgot to log these changes, so they’re now all in this one big chunk together.
Added in the guide to show new players around, the main menu and intro, as well as many bugfixes Devlog #6 for “Boom” Protector Since last time a lot has changed - I added quite some UI to the game, which includes Main menu, the intro and the gameover screen . Outside the UI I also patched out a lots and lots of various bugs . Also an ambient music track to play in the bg to shift up the mood quite a bit. To top it all off, many waves of enemies have been added, making the game prototype near complete. And to celebrate the game has been uploaded to itch.io . In order to match these new changes I’ve updated the projects information. If you find this game just a little curious be sure to follow!
Patched a whole lot of bugs Devlog #7 for “Boom” protector Since last time’s release a completely insane and game breaking bugs, thus I spent this time patching as much of them as I could. The main two most important bugs I patched were: New tower spots would never disappear and you could click on the spots, which would decrease your balance while not placing anything down, cause there was a tree already. So now they behave correctly - they no longer show up when they shouldn’t. Null’s speech problem - In the last version if you clicked before null finished speaking, he would start speaking in a language unknown even to us developers. Now he just speaks normally.
Added the loading screen, pot unlocking, proper tutorial and so much more! Devlog #8 for “Boom” protector I’ll cut the slack this time and get straight to what I’ve added, as it is quite a bit! Loading (= Updating) screen in between worlds. This finally shows the player what is going on and makes the game feel way smoother and more polished. Proper tutorial - up until now you got a few very simple lines of text and good luck figuring out the rest. Now I’ve made it that the game actually teaches you a little bit before letting you play Pot unlocking - this has been something I’ve been a bit lazy to add, but now it’s finally in. Meaning that now trees unlock with levels you gain. Due to this some wave and enemies rebalancing will have to be done, but.. it’s fine. (still beatable, but way harder) Miniature trees to the shop pots - all pots in the shop now have their own little tree in them to make them easily distinguishible and look nicer Fixed many bugs such as shop prices increasing incorrectly And that’s about it I think, be sure to follow if you find this project cool.
Added the end screen, improved the game tutorial and many bugfixes Devlog #9 for “Boom” protector Aight, since the last time I’ve made some pretty damn decently big changes, so let me go through them one by one: Added the end screen , a short cutscene with another dialog box and a choice (in the future maybe) to enter the endless mode Improved the tutorial - the interactive tutorial I’ve made last time is something I truly like, as it makes the game feel way less like a mess. Due to that I added a second part to this tutorial that tells you about the shop and how it works. Bugfixes Fade screen not covering the whole screen . A tiny stripe of whatever was underneath could be seen during the fading. This bug has been a real nerve for my eyes to look at, so I’ve decided to finally fix it. “Upgrading” towers over their max level . For whatever reason you could upgrade towers that were already at their maximum level, which would do exactly one thing: take it off your balance. No actual upgrade was done. So now this is finally patched. Skipping dialog before the game loads . I am quite unhappy with the system behind the splash screen, which is why it took me so long to patch this, but now you finally can’t skip the intro dialogue by accidentaly clicking during the splash screen. Enemies spawning before second tutorial is complete . Pretty self explanatory I think. Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it out one day.
Added all of the sound design and polishing! Devlog #10 for “Boom” Protector As you can see there is quite a bit of time logged on this one and it’s all because of one thing- but I’ll get to it later. Anyways here are some of the changes: Added the entire sound design . Just when I thought that I could go ahead and begin finishing and polishing the game up I realized an awful thing - I still haven’t solved the sound at all . So now there’s: Bg/passive music in-game Tree shooting sound Tree placed sound Projectile hitting sound Shop clicking sound Added the quit button . Yeah very impressive, I know. I just felt like mentioning it, that’s the whole reason it’s here. Translated some stuff , as some things were in czech. Added visual clue of insufficient balance . Before you just had to guess what the numbers in shop meant, now if you lack the balance to purchase a tower, it will flash red. Many, many, many bugfixes . This was one of the main focus as of here and here are some that I fixed: Issues with different screen sizes . Whenever you were to use anything else than the 1080p the game was designed for, the entirety of the ui would fall apart. Now that’s fixed. Removed debug enemies . As far as I’ve said this like 10 times already, this time they are actually gone. The bg audio not playing . Despite the fact I added sound in this update, it was already broken. And last: Uploaded the game to a new itch page and published normal + web version . Anyways that’s all for this time I think, I’m pretty tired.. Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it out one day.
Finally fixed the web version + ship preparations! Devlog #11 for “Boom” protector I am really glad for finally fixing this bug, that caused cutscenes to not work on the web version of the game. It was a real headscratcher to deal with to say the very least, but hey it works now :) I also prepared the project for shipping and next post shall be a ship, so see yall there! Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it today.
Planned out new features, added custom font and added dialog box guide! Alright, before I write this devlog I’ve got some things to say first- Huge and I mean HUGE thanks to all the people that rated this project, not just for the overall amazing results, but moreover the incredible constructive feedback I received! The feedback I received was truly amazing, as people didn’t complain about some feature not being to their liking as it often happens, but instead with each issue a solution, or some sort of idea! Genuine thanks to the people who rated this! . To pay ya’ll back somehow I took my time and read through each and every single review in detail and wrote down all of the complaints and ideas. Also.. real thank you to the staff for marking this as a super star project, it truly made my day! Now… onto this devlog, yay! Read through all of the reviews, marked them down and did some thinking and planning. I dedicated almost an entire hour to make sure I won’t miss any ideas and pondered a bit about how could I possibly implement them to keep the game feel similar. Added custom font . This is something I’ve been reccomended for quite a while and totally got it, so now a custom font is in use, made once again by my dear friend @FishyDrawer , soo shoutout! Added a click guide/indicator in dialog box . I did not really thought of this ever before, but it kinda makes sense- from the reviews it was a little confusing for first time players to realize they should click on the dialog box to progress. So now after you don’t click for a longer time a small text telling you to click appears, pretty neat I think! Fixed the balance visuals in the first two levels. This is a complaint I got quite often and it was a bug, not an intended feature. But hey, now it shall be fixed Began work on upgrades . This probably took up the majority of this logged time, as it’s not really a joke to rewrite the old system to this new one. But hopefully I’ll be able to add this next time! Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it today.
Added simple upgrades base and last ship prep I wasn’t initially planning on shipping anything else, but changed my mind last minute so here I go, this time for certain. Added upgrades base . I added a base for upgrades, which now generate dynamically in the shop upgrades UI. They don’t and won’t do anything for now, as that’s just too much work I’d have to do and I really don’t have the time now. Ship prep . By the time you see this post I’ve already written the ship post, as well as updated the readme and built the latest version of the game to windows (the web version is broken again and I lack the 4 hours needed to fix it again) And that’s pretty much it, thx for reading! Seeing this project for the first time? This is a game that literaly evolves around you as you play. It is mainly a tower defense game, but it’s goite quite a twist to it, be sure to follow so you can try it today.
Ships:
What is this? This is a tower defense game made in unity. It’s got quite a twist to it- it literaly evolves around you as you progress. Some of the features: 3 unique towers that shoot at enemies passing by in order, all in their own unique style 5 different worlds , that evolve with your play, just as enemies in each one do Tower upgrades An entire balance system with a shop to buy the upgrades A slot tower placement system that allows you to place the towers on any of the spots to your liking! A whole lore to the game All hand-painted assets , nothing here was ai generated! And so so much more! you can see the entire list in the readme file What was challenging? Well, this wasn’t my first game I’ve ever made (it’s the third..), but I really struggled with some things: The placement system . I’ve never made anything even similar to this system, so I had mostly no clue on how to make it. Once I got the hang of it, everything was fine, but it took me some real time to do it without bugs. The web version . I truly don’t get why this trivial thing was such a trouble, I had this terrible issue where no cutscenes would play in the web build, which stripped the game of a lot of it’s feel and lore. I seriously considered giving up many times as I just couldn’t fix it. But hey, I ended up solving it and now it works! Of course this entire project wouldn’t be possible without my friend @FishyDrawer , as she was the one behind all of the textures, so huge shoutout! What am I proud of? Not giving up in the tough times. It was really tempting to skip some things when they felt too difficult or overwhelming, but I ended up biting through each one and making it to the finish line. How can I try this? It’s quite simple really - just press the “Try project” button and press play on itch.io. If you can I reccomend to download the game, as the web version is not confirmed to be issue-less, but it worked fine in my case! I really hope you’ll enjoy playing and thanks for reading!
What is this? This is a tower defense game made in unity. It’s got quite a twist to it- it literaly evolves around you as you progress. Some of the initial features: 3 unique towers that shoot at enemies passing by in order, all in their own unique style 5 different worlds , that evolve with your play, just as enemies in each one do Tower upgrades An entire balance system with a shop to buy the upgrades A slot tower placement system that allows you to place the towers on any of the spots to your liking! A whole lore to the game All hand-painted assets, nothing here was ai generated! And so so much more! you can see the entire list in the readme file Features added in this update Added a custom font . Used everywhere and really brings up the feel of the game. Added guide text to the dialog box. A feature I got reccomended more than once last time in reviews. Added a codebase for upgrades . Now as far as you cannot upgrade anything yet with the stats I made the system that could be used to do so. When you select any upgrade, all towers will highlight and clicking on that tower makes the game aware which tower with which upgrade was clicked. But due to lack of time this is only a prototype and a placeholder feature base. Of course **this entire project wouldn’t be possible without my friend @FishyDrawer **, as she was the one behind all of the textures, so huge shoutout! What am I proud of? Shipping this project for the second time, although rating will for sure not be as fun. How can I try this? It’s quite simple really - just press the “Try project” button and press play on itch.io. If you can I reccomend to download the game, as the web version is not confirmed to be issue-less, but it worked fine in my case! I really hope you’ll enjoy playing and thanks for reading!...
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KEYS by @Newbieee | Stardance
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Newbieee
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[{"post_id": 67355, "ts": "202 [{"post_id": 67355, "ts": "2026-09-13T13:09:01Z", "hours": 0.9008, "text": "Devlog #2 Hello everyone. I started designing my case for the hackpad. Unfortunately I have no idea who to remove the extrusion you’re seeing on the top key. I made the case using Onshape. And yeah, I’m open to any suggestions and adivices given :D"}, {"post_id": 65942, "ts": "2026-09-11T12:42:25Z", "hours": 0.4797, "text": "Hey everyone, I started working on Hackpad. I’m done with the PCB and Schematic."}]...
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Title: KEYS by @Newbieee | Stardance
Devlogs:
Hey Title: KEYS by @Newbieee | Stardance
Devlogs:
Hey everyone, I started working on Hackpad. I’m done with the PCB and Schematic.
Devlog #2 Hello everyone. I started designing my case for the hackpad. Unfortunately I have no idea who to remove the extrusion you’re seeing on the top key. I made the case using Onshape. And yeah, I’m open to any suggestions and adivices given :D...
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Wild spooze by @1Q92 | Stardance
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Title: Wild spooze by @1Q92 | Stardance
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rc car by @AgentK | Stardance
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Title: rc car by @AgentK | Stardance
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pixel-run by @Momina | Stardance
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[{"post_id": 66835, "ts": "202 [{"post_id": 66835, "ts": "2026-09-12T19:09:29Z", "hours": 0.6542, "text": "Added animations and a parallax backgroud lessgoooo"}]...
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Title: pixel-run by @Momina | Stardance
Devlogs:
Title: pixel-run by @Momina | Stardance
Devlogs:
Added animations and a parallax backgroud lessgoooo...
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