You are two memories. Different, distant — and yet, bound by the same fate. Inside a collapsing mind, you flicker between fragments of what once was. The red pulses come — slow and sharp — to erase you. Stop moving, and the mind forgets you even faster. There’s no winning. Only surviving. Only the hope of staying remembered… just a little longer. A surreal top-down survival game where movement is survival, memory is life, and stillness is your undoing.

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1hr 30min11:34 AM09/24/25

Devlog #4: Orb Glow & Movement Trails

Added Orb Glow Effect

  • Each orb now has a visual glow that reflects its current health.
  • As the orb takes hits, the glow dims accordingly.
  • On the final stage, the glow begins to flicker — a clear warning that one more hit means death.

Implemented Directional Trails

  • Both orbs now leave dynamic trails as they move.
  • Trails always appear opposite to the direction of movement, creating a visual sense of motion.
  • When the orb stops moving, the trail disappears.

Notes:

  • These visual elements are part of a minimal UI system.
  • In the future, trails will also reflect orb speed and external effects, removing the need for traditional HUD elements.
GitHubAdded Glow Effect & Trail To the Orbs+274-38
1hr 31min5:45 AM09/24/25

Devlog #3: Explosion Effect

  • Added Explosion Effect for Each Orb upon death
    • An Interesting Visual Element for the Game
GitHubAdded Explosion Effect On Death+191-48
2min9:59 AM09/23/25

DEMO #1: Basic Movement, Health & Death Mechanics In Place

Controls

  • Blue Orb: [ W, A, S, D ]
  • Green Orb: [ Arrow Keys ] or [ I, J, K, L ]

Things to Remember

  • Each orb can take 2 hits — the 3rd hit shatters the orb and ends the game.
  • If either orb dies, it's game over for both — shared fate.
  • As you take damage:
    • Size decreases
    • Speed increases
    • Higher speed means you're closer to death and harder to control.
  • Survive as long as possible while dodging the incoming pulses.

Notes

  • There's currently no sound and only the basic core mechanics are implemented.
  • Fun fact: When one orb dies, the surviving orb becomes uncontrollable — meant to reflect its isolation and grief.
    • It can still take damage if left idle.

If you run into any bugs, please let me know via Slack, Shiba feedback, or any other channel you're comfortable with.

3hr 43min9:46 AM09/23/25

Devlog #2: Health, Death System & Death Menu

Implemented Health & Death Mechanics

  • Characters now have 4 health stages.
  • Each pulse hit reduces size and increases speed.
  • After 3 hits, the orb shatters and is removed.
  • If either orb dies, the game ends — separate lives, shared death.

Added Death Menu

  • Displays when one orb dies.
  • Remaining orb is frozen.
  • Includes a button to restart the game.

Notes:

  • Higher speed means you're one step closer to death.
  • Codebase is much cleaner and easier to manage now.
019975f7-ef95-7cb0-91bb-0465343fe953.png
GitHubAdded Basic Death Mechanics - (Apply Damage | Death Menu | Replay)+239-11
GitHubImplemented Pulse Spawning Mechanics+65-3
GitHubAdded Erasure Pulse+137-13
1hr 50min12:34 PM09/21/25

Devlog #1: Added dual-player movement system.

  • Implemented Dual Character Movement System, where both the characters have separate control for each.

Also, the previous code was messy and I couldn't understand my own code, file system and since the logic became weirder and weirder every dev session, decide to start again with a clean slate.

01996c44-ef51-736b-afad-908dc0a8ece1.png
GitHubAdded dual-player movement system.+265-23
3hr 30min4:28 PM09/16/25

First Demo

  • Control Both the Characters at Once
  • Don't get hit by the pulses
  • If Fragments appear, collect them. They don't last for long. (You can get anything from them)
3hr 4min11:28 AM09/11/25

Devlog Update: Character Movement & Erasure Pulse Mechanics

Just wrapped up the core functionality for the main character, including movement and boundary mechanics. The character now moves smoothly and respects screen borders, forming the foundation for future gameplay systems.

I’ve also implemented the Erasure Pulse system. This feature includes:

Auto-spawning based on a timer

Movement across the screen

Automatic cleanup once it exits the playable area

Currently, when the pulse collides with the character, both are removed. This is a placeholder — in the future, the pulse will damage the character once I implement a proper health system.

As for the second character, I’ve held off on adding them for now. I want to finalize all core mechanics with the first character first, which will make it much easier to apply the same systems to second characters later.

011:43 AM09/06/25

Devlog Update: Concept & Mechanics Finalized!

I’ve just wrapped up defining the core mechanics and overall concept for my game, and I’m really excited about where it’s headed. The game centers around controlling two separate memories trying to survive within a fading mind. The main twist is that staying still triggers a unique erasure mechanic, so movement isn’t just encouraged — it’s essential for survival.

Visually, I’m aiming for a minimalist, atmospheric aesthetic: glowing orbs representing memories, drifting in a dark, abstract void that suggests a deteriorating mindscape. Instead of traditional health bars, damage and health will be shown through changes in size and glow, making the experience more immersive and emotional.

To keep everything clear and organized, I’ve put together a detailed game design document and added it to the README file on my GitHub repo. It lays out the narrative, gameplay mechanics, visuals, and sound ideas to guide development moving forward.

Next up, I’ll begin prototyping these mechanics in Godot and start bringing this concept to life!

01991ed6-bb8c-756a-a16e-2d40221b9914.png
GitHubAdded Game Concept and Game Design Document (GDD)+115-153
08:35 AM09/06/25

Godot Setup, Hackatime Setup & Git + GitHub Setup -- Done

GitHubStart of the Repo+1366

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