Been slowly working on my first real game project, Threadbound, and finally recorded a short clip showing some of the current movement systems in-engine.
Been slowly working on my first real game project, Threadbound, and finally recorded a short clip showing some of the current movement systems in-engine.
Still very early and rough in a lot of areas, but this clip shows:
- basic movement
- grapple traversal
- wall cling
- jumping
- some early parallax/environment work
- and the general direction for the “flow-state” movement philosophy I’m aiming for
The core idea behind the game is a painterly 2D action-platformer / Metroidvania where movement and combat blend together continuously through real-time equipment swapping and momentum-based traversal.
A lot is still placeholder or being reworked (especially animation consistency), but it’s been really exciting finally seeing the systems start to come together visually instead of only existing in design docs and prototypes.
Would genuinely love feedback, especially from people who’ve worked on movement-heavy games before.