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Grindélia

In development

A 2D pixel art platformer built in Unity.

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C#UnityAseprite

My role: I stay focused on the programming, on the systems inside Unity. My wife handles all the pixel art and animations.

Grindelia is a game built in Unity that I create in collaboration with my wife, Carolina Ribeiro. There, the feedback loop is measured in frames, not deploys.

Why a platformer

Platformer games don't forgive the feel of control. A jump that's 60ms floatier than it should be is something the player notices without being able to name it — and that makes them a great place to practice iterating on something subjective until it feels right.

What I'm building

The core is a hand-written character controller, not physics-driven: coyote time, jump buffering, and variable jump height, all tuned by hand. The levels are built with tilemaps, so a mechanic can be prototyped in one room and reused later once it proves it's worth it.

Where it stands

In development. Art and movement are the parts I always come back to.

Where can I learn more?

I'll keep updating project details here and posting about progress and challenges in the Articles. That said, you can check out the official site at: playgrindelia.com