u/ThreadboundDev

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.

Threadbound Early Movement

reddit.com
u/ThreadboundDev — 20 hours ago
▲ 2 r/INAT

[HOBBY] Looking for Artists / Animators / Godot Devs Interested in Collaborating on a 2D Metroidvania Project

Hey everyone,

My name’s Chase, and for the last couple years I’ve been slowly building a game project called Threadbound — a painterly 2D action-platformer / Metroidvania focused on fast movement, real-time equipment swapping, and player expression.

The game is currently being developed in:

  • Godot
  • GDScript
  • primarily 2D workflows

The core idea behind the game is that the player can dynamically swap equipment mid-combat and traversal using a radial menu system:

  • Gloves (grapple modifiers)
  • Boots (movement modifiers)
  • Chest/Head abilities
  • Weapons

Everything is built around “flow-state” gameplay where movement and combat blend together continuously instead of feeling separated.

Visually and narratively, the game revolves around a fractured world shaped by three primordial threads:

  • Power (Red)
  • Balance (Blue)
  • Essence (Yellow)

Player choices affect:

  • abilities
  • appearance
  • world tone
  • endings
  • and even environmental reactions over time.

Right now I’m mainly looking for:

  • 2D artists
  • animators / rigging help
  • Godot devs
  • people interested in movement/combat systems
  • or honestly anyone interested in collaborating creatively on ambitious indie projects

I especially would love to connect with artists or animators who have experience with:

  • modular character systems
  • rigging/cutout animation
  • shader workflows
  • or stylized 2D pipelines

A huge current challenge is figuring out how to build a scalable equipment/animation pipeline without needing thousands of unique animations for every gear combination.

To be completely upfront:
this is currently a hobby project.

I’d absolutely love for Threadbound to eventually become something commercial and fully realized one day, but right now I’m building it in my free time because I genuinely love the world, mechanics, and creative process.

I’m not expecting full-time commitment or unpaid crunch work or anything like that. Mostly looking for:

  • collaboration
  • shared excitement
  • feedback
  • experimentation
  • and maybe slowly building a long-term creative team over time

My own strengths are much more in:

  • worldbuilding
  • narrative design
  • gameplay concepts
  • organization
  • creative direction

Programming and art are both areas I’m actively learning as I go.

Current links:

GitHub:
Threadbound GitHub

Itch.io:
Threadbound Itch.io

If any of this sounds interesting, feel free to comment or DM me.
Would genuinely love to meet other people interested in building cool things together.

reddit.com
u/ThreadboundDev — 3 days ago
▲ 1 r/itchio

Hey everyone — I recently launched the Itch.io page for my first major game project, Threadbound, and wanted to share it here.

Threadbound is a painterly 2D action-platformer focused on:

  • fluid movement
  • real-time ability weaving
  • expressive combat
  • and identity shaped through player choice

The project is still heavily in prototype development, but I’ve finally started posting devlogs, artwork, and progress publicly after spending the last couple years quietly building and learning.

One of the really interesting parts of this journey for me is that I don’t come from a traditional game dev background at all. A lot of this project has only become possible because AI-assisted tools lowered the barrier enough for me to start learning:

  • Godot
  • animation workflows
  • game systems
  • and development pipelines

while still focusing on the storytelling/worldbuilding side that I’ve always loved most.

Would genuinely love feedback, thoughts, or even just hearing what parts of the concept resonate with people.

You can check out the project/devlog here:

https://threadbounddev.itch.io/threadbound

https://preview.redd.it/hx8tw36wspzg1.png?width=1536&format=png&auto=webp&s=11145887f43913b53b543db84a1ac56952f43062

reddit.com
u/ThreadboundDev — 14 days ago

Hey everyone — some of you may have seen me post about this project before on a previous account. I recently deleted/remade everything so I could unify all my game dev stuff under the same name/email across platforms, so I wanted to reintroduce myself and share some progress on my game, Threadbound.

Threadbound is a painterly 2D action-platformer / metroidvania inspired by games like Hollow Knight, but heavily focused on player identity, movement flow, real-time ability swapping, and choice-driven progression.

The interesting thing is:

I’m not a traditional game developer.

A couple years ago I had basically:

  • no coding experience
  • no art background
  • no animation experience
  • no real game dev pipeline knowledge

What I did have was:

  • worldbuilding ideas
  • gameplay concepts
  • narrative design
  • systems/mechanics ideas
  • and a really strong vision for the kind of game I wanted to make

So I started learning by building — and honestly, AI tools became the thing that made game development feel accessible to me.

Most of my workflow is built around combining:

  • AI-assisted coding
  • AI-assisted art iteration
  • my own design direction
  • manual editing/polish
  • and a LOT of experimentation

Some tools I’ve used throughout development:

  • OpenAI / ChatGPT — design iteration, GDScript help, system architecture, worldbuilding, animation workflows
  • xAI / Grok — gameplay scripting and debugging
  • Anthropic / Claude — writing, organization, design refinement
  • Ludo.ai — brainstorming and ideation
  • GameLab Studios (My Favorite so far) — asset and workflow experimentation -

Engine:

  • Godot Engine

Current focus areas:

  • fluid traversal/combat
  • real-time equipment swapping
  • painterly 2D animation
  • reactive worldbuilding
  • narrative choice systems

The core idea behind Threadbound is that the player’s identity is shaped through what they choose to take, spare, or become throughout the game. A lot of the systems — movement, combat, visuals, even color — reinforce that idea.

GitHub:
https://github.com/ThreadboundDev/threadbound

If anyone’s interested, I’d also be happy to share:

  • animation workflows
  • AI-assisted dev pipelines
  • Godot workflows
  • how I structure prompts
  • or some before/after examples of assets and systems

I know AI in game development is a controversial topic sometimes, but for me personally it’s been the thing that turned “I wish I could make games” into “I’m actually building one.”

GPT Model

Banner Art

reddit.com
u/ThreadboundDev — 15 days ago