✎By Guillaume · Tech
July to October 2026: my own map editor, blood and a real rewind, a ghost opponent that learns from how I play, and a forge to build your champion from paper-doll parts.
✎By Guillaume · Tech
June 2026: a real lobby, a stage select, rematches, and a buy phase where every player shops the same screen at the same time for drill, bramble, bomb and homing arrows.
✎By Guillaume · Tech
May 2026: Skyfall became a real match with rounds and scores, then got its mood: torch light and shadows, rain, lightning, a CRT filter, and a VHS replay of every round's last seconds.
✎By Guillaume · Tech
April 2026: after a month off, I made Skyfall feel good in the hands (coyote time, wall jumps, a dash, a real bow) and taught the network to send nothing when nothing moves.
✎By Guillaume · Tech
Where my archery brawler comes from: a year of prototyping in Defold, then a new repository on January 11, 2026, with six build targets before the first jump.
✎By Guillaume
June 2026: between-round shops with Round Shards, new arrow types like bombs, drills and bramble, rematch voting and the War Room lobby.
✎By Guillaume
May 2026: dynamic torch light and shadows, rain and thunder, the slow-motion kill replay with a VHS rewind, and the options screen.
✎By Guillaume
The April 2026 push that made Skyfall feel like a game: wall slides, wall jumps, ledge grabs, dashes, bows and arrows that kill and steal.
✎By Guillaume
How Skyfall started as a physics test in LÖVE: one arena, a few archers, a map editor and the first online handshake with Nakama.