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    <title>Cobo Makes Games blog</title><link>https://cobomakesgames.com/blog/</link><description>How the two of us make Mytheria: game feel, pixel art, game design and co-op, with real clips from the game.</description><language>en</language>
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    <item><title>Accessibility settings in games: every option we built and why</title><link>https://cobomakesgames.com/blog/accessibility-settings-in-games/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/accessibility-settings-in-games/</guid><pubDate>Fri, 23 Oct 2026 15:00:00 GMT</pubDate><description>Which accessibility settings should a game have? Every option in Mytheria, from sound captions to hold to confirm, what each does, and a demo to try.</description><category>Game UI design</category><category>Accessibility</category><category>Dev tips</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/accessibility-settings-in-games/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How we decide what to polish first</title><link>https://cobomakesgames.com/blog/polish-first/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/polish-first/</guid><pubDate>Thu, 15 Oct 2026 06:00:00 GMT</pubDate><description>How we choose Mytheria's polish work: rank every gap by what a player notices at play size, write down what success looks like, compare matched frames.</description><category>Indie game development</category><category>Dev tips</category><category>Pixel art</category><category>Lighting</category><enclosure url="https://media.cobomakesgames.com/blog/polish-first/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Monster camps and danger zones in an open world</title><link>https://cobomakesgames.com/blog/monster-camps/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/monster-camps/</guid><pubDate>Wed, 14 Oct 2026 15:00:00 GMT</pubDate><description>How Mytheria places enemies in its open world: camps that fight as a group and come back at dawn, wanderers on roads, and danger zones you can't cheese.</description><category>Game design</category><category>Combat</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/monster-camps/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>The island reshuffles every day: keeping a map fresh</title><link>https://cobomakesgames.com/blog/daily-reshuffle/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/daily-reshuffle/</guid><pubDate>Wed, 14 Oct 2026 12:00:00 GMT</pubDate><description>How Mytheria moves its trees, rocks and creature dens a little every dawn, while roads, landmarks and home stay put, so the map stays fresh but familiar.</description><category>Game design</category><category>Dev tips</category><category>Godot</category><category>Co-op</category><enclosure url="https://media.cobomakesgames.com/blog/daily-reshuffle/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>A pickup sound you can hear a thousand times</title><link>https://cobomakesgames.com/blog/pickup-sound/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/pickup-sound/</guid><pubDate>Wed, 14 Oct 2026 09:00:00 GMT</pubDate><description>How Mytheria's pickup sound stays pleasant: eleven real recordings in a shuffle bag, a tight start, and a short cooldown so a big haul never rattles.</description><category>Game audio</category><category>Game juice</category><category>Dev tips</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/pickup-sound/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>What one co-op playtest changed in our game</title><link>https://cobomakesgames.com/blog/co-op-playtest/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/co-op-playtest/</guid><pubDate>Wed, 14 Oct 2026 06:00:00 GMT</pubDate><description>One two-player playtest of Mytheria, the notes it produced, how we sorted them, and the changes they led to, from loot pickup to the world map.</description><category>Indie game development</category><category>Co-op</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/co-op-playtest/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How to make a game world bigger without making it empty</title><link>https://cobomakesgames.com/blog/bigger-game-world/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/bigger-game-world/</guid><pubDate>Tue, 13 Oct 2026 15:00:00 GMT</pubDate><description>How Mytheria's island grew five times wider without feeling empty: named places, huge landmarks, roads, and something to find every few seconds.</description><category>Game design</category><category>Dev tips</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/bigger-game-world/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Forgiving aim: gathering that finds what you meant</title><link>https://cobomakesgames.com/blog/forgiving-aim/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/forgiving-aim/</guid><pubDate>Tue, 13 Oct 2026 12:00:00 GMT</pubDate><description>How Mytheria's gathering aim forgives: a pointer bigger than it looks, a pick for the nearest thing ahead, and swings that hit everything in their arc.</description><category>Game feel</category><category>Game juice</category><category>Dev tips</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/forgiving-aim/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Loot drops that feel good to pick up</title><link>https://cobomakesgames.com/blog/loot-drops/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/loot-drops/</guid><pubDate>Tue, 13 Oct 2026 09:00:00 GMT</pubDate><description>How Mytheria's loot drops work: a real arc and one bounce, a pale outline to stand out, a magnet that pulls them in, and text that adds up the haul.</description><category>Game feel</category><category>Game juice</category><category>Pixel art</category><category>Co-op</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/loot-drops/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Game music that leaves room for silence</title><link>https://cobomakesgames.com/blog/game-music-silence/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/game-music-silence/</guid><pubDate>Tue, 13 Oct 2026 06:00:00 GMT</pubDate><description>How Mytheria's game music works: quiet gaps between tracks, a program for each area, music that ducks under a fight, and boss music that takes over.</description><category>Game audio</category><category>Dev tips</category><category>Godot</category><category>Combat</category><enclosure url="https://media.cobomakesgames.com/blog/game-music-silence/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Night and fog: designing danger that comes and goes</title><link>https://cobomakesgames.com/blog/night-and-fog/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/night-and-fog/</guid><pubDate>Mon, 12 Oct 2026 15:00:00 GMT</pubDate><description>How Mytheria's nights work: a moon that makes creatures fierce, a fog that arrives once a night after a warning, and shelters that make it a choice.</description><category>Game design</category><category>Dev tips</category><category>Combat</category><category>Co-op</category><enclosure url="https://media.cobomakesgames.com/blog/night-and-fog/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How to make a rock break feel satisfying</title><link>https://cobomakesgames.com/blog/rock-break/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/rock-break/</guid><pubDate>Mon, 12 Oct 2026 12:00:00 GMT</pubDate><description>How Mytheria makes breaking a rock feel good, frame by frame: a dust puff, a shadow that shrinks away, a tidy rubble pile and text that never overlaps.</description><category>Game feel</category><category>Game juice</category><category>Pixel art</category><category>Godot</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/rock-break/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Armor sets and upgrades that stay useful all game</title><link>https://cobomakesgames.com/blog/armor-sets/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/armor-sets/</guid><pubDate>Mon, 12 Oct 2026 09:00:00 GMT</pubDate><description>How Mytheria designs armor sets: one defence curve for every set, nine set bonuses to choose between, and honing that keeps a favourite set useful.</description><category>Game design</category><category>Combat</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/armor-sets/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Top-down camera: smooth follow without motion sickness</title><link>https://cobomakesgames.com/blog/top-down-camera/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/top-down-camera/</guid><pubDate>Mon, 12 Oct 2026 06:00:00 GMT</pubDate><description>How Mytheria's top-down camera follows the player: centred, no look-ahead, a smooth chase that's the same at any frame rate, plus zoom and smoothing.</description><category>Game feel</category><category>Godot</category><category>Accessibility</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/top-down-camera/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How to tell a story without cutscenes</title><link>https://cobomakesgames.com/blog/story-without-cutscenes/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/story-without-cutscenes/</guid><pubDate>Sun, 11 Oct 2026 15:00:00 GMT</pubDate><description>How Mytheria tells its story with no cutscenes: one-line rune tablets in the world, place names, keepers' memories and dawn lines, found in any order.</description><category>Game design</category><category>Dev tips</category><category>Co-op</category><category>Pixel art</category><enclosure url="https://media.cobomakesgames.com/blog/story-without-cutscenes/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Damage numbers in games: why whole numbers read better</title><link>https://cobomakesgames.com/blog/damage-numbers/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/damage-numbers/</guid><pubDate>Sun, 11 Oct 2026 12:00:00 GMT</pubDate><description>How Mytheria draws floating damage numbers: whole numbers, one number that ticks up per target, colours by who's hurt, and lanes so hits never overlap.</description><category>Game feel</category><category>Combat</category><category>Game juice</category><category>Pixel art</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/damage-numbers/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Sprites in a lit world: making pixel art stand on the ground</title><link>https://cobomakesgames.com/blog/pixel-art-sprites-in-a-lit-world/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/pixel-art-sprites-in-a-lit-world/</guid><pubDate>Sun, 11 Oct 2026 09:00:00 GMT</pubDate><description>How Mytheria's flat pixel-art sprites cast real shadows in Godot: invisible shapes built from the art, a height that matches the camera, and soft contact.</description><category>Game art</category><category>Pixel art</category><category>Lighting</category><category>Godot</category><category>Tutorial</category><enclosure url="https://media.cobomakesgames.com/blog/pixel-art-sprites-in-a-lit-world/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Quest design: always give the player a next objective</title><link>https://cobomakesgames.com/blog/quest-design/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/quest-design/</guid><pubDate>Sun, 11 Oct 2026 06:00:00 GMT</pubDate><description>How Mytheria's journal works: one objective on screen at a time, steps that complete from what you already did, search rings instead of exact pins.</description><category>Game design</category><category>Dev tips</category><category>Godot</category><category>Co-op</category><enclosure url="https://media.cobomakesgames.com/blog/quest-design/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Game sound effects: why sound is half of a good hit</title><link>https://cobomakesgames.com/blog/game-sound-effects/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/game-sound-effects/</guid><pubDate>Sat, 10 Oct 2026 15:00:00 GMT</pubDate><description>How Mytheria layers its game sound effects: a hit is four or five sounds triggered by the fight itself. Hear one real fight with and without the layers.</description><category>Game audio</category><category>Combat</category><category>Game juice</category><category>Godot</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/game-sound-effects/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Fast travel design: waystones that respect the map</title><link>https://cobomakesgames.com/blog/fast-travel-design/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/fast-travel-design/</guid><pubDate>Sat, 10 Oct 2026 12:00:00 GMT</pubDate><description>How Mytheria's fast travel works: 17 waystones where you'd go anyway, unlocked by visiting, priced by distance, and a channel that a single hit breaks.</description><category>Game design</category><category>Dev tips</category><category>Co-op</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/fast-travel-design/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How to make saves that survive a crash</title><link>https://cobomakesgames.com/blog/save-files-that-survive-a-crash/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/save-files-that-survive-a-crash/</guid><pubDate>Sat, 10 Oct 2026 09:00:00 GMT</pubDate><description>How Mytheria's Godot save system survives crashes: write to a temp file then swap, rotating backups, autosave off the main thread, no silent quits.</description><category>Game programming</category><category>Godot</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/save-files-that-survive-a-crash/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Pause menu design: six ways to build one, compared</title><link>https://cobomakesgames.com/blog/pause-menu-design/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/pause-menu-design/</guid><pubDate>Sat, 10 Oct 2026 06:00:00 GMT</pubDate><description>Six ways to build a game pause menu, from a plain panel to a painted scene, what each costs, and why Mytheria uses one painted wooden plate over the world.</description><category>Game UI design</category><category>Dev tips</category><category>Pixel art</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/pause-menu-design/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Game economy design: setting prices with a curve</title><link>https://cobomakesgames.com/blog/game-economy-design/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/game-economy-design/</guid><pubDate>Fri, 09 Oct 2026 15:00:00 GMT</pubDate><description>How we balance Mytheria's game economy: target curves for enemies and income, a model that sets every price, and play tests that check the model.</description><category>Game design</category><category>Dev tips</category><category>Combat</category><enclosure url="https://media.cobomakesgames.com/blog/game-economy-design/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Pixel art grass and paths that don't look tiled</title><link>https://cobomakesgames.com/blog/pixel-art-grass-and-paths/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/pixel-art-grass-and-paths/</guid><pubDate>Fri, 09 Oct 2026 12:00:00 GMT</pubDate><description>How Mytheria draws top-down pixel art grass and paths without visible tiles: a repeating cluster tile, slow waves that pick the shade, and curved roads.</description><category>Game art</category><category>Pixel art</category><category>Godot</category><category>Tutorial</category><enclosure url="https://media.cobomakesgames.com/blog/pixel-art-grass-and-paths/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Health regeneration vs health pickups: why we chose orbs</title><link>https://cobomakesgames.com/blog/health-regeneration-vs-pickups/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/health-regeneration-vs-pickups/</guid><pubDate>Fri, 09 Oct 2026 09:00:00 GMT</pubDate><description>Regenerating health or health pickups? Why Mytheria heals with orbs from defeated creatures and rest in the light, with real numbers and a demo to try.</description><category>Game design</category><category>Combat</category><category>Dev tips</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/health-regeneration-vs-pickups/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Dungeon design: ten floors, small puzzles and a boss at the bottom</title><link>https://cobomakesgames.com/blog/dungeon-design/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/dungeon-design/</guid><pubDate>Fri, 09 Oct 2026 06:00:00 GMT</pubDate><description>How we design Mytheria's temple dungeons: ten hand-made floors, three tiny puzzle rules, a rest stop halfway, rising danger and a boss at the bottom.</description><category>Game design</category><category>Dev tips</category><category>Combat</category><category>Godot</category><category>Pixel art</category><enclosure url="https://media.cobomakesgames.com/blog/dungeon-design/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Game UI readability: text sizes that work on every screen</title><link>https://cobomakesgames.com/blog/game-ui-text-size/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/game-ui-text-size/</guid><pubDate>Thu, 08 Oct 2026 15:00:00 GMT</pubDate><description>How big should game UI text be? Valve's Steam Deck minimum, Mytheria's measured font sizes on every screen, and an interface size setting that reflows.</description><category>Game UI design</category><category>Accessibility</category><category>Dev tips</category><category>Godot</category><category>Pixel art</category><enclosure url="https://media.cobomakesgames.com/blog/game-ui-text-size/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How to hide lag in an online co-op game</title><link>https://cobomakesgames.com/blog/hide-lag-in-co-op/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/hide-lag-in-co-op/</guid><pubDate>Thu, 08 Oct 2026 12:00:00 GMT</pubDate><description>How Mytheria hides lag in online co-op: a buffer that follows the connection, inputs sent twice, hits judged by what you saw, and tests on fake bad Wi-Fi.</description><category>Multiplayer and co-op</category><category>Co-op</category><category>Godot</category><category>Performance</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/hide-lag-in-co-op/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Idle animation, frame by frame: what makes a character feel alive</title><link>https://cobomakesgames.com/blog/idle-animation/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/idle-animation/</guid><pubDate>Thu, 08 Oct 2026 09:00:00 GMT</pubDate><description>How Mytheria's pixel art idle animation works, frame by frame: a two-pose head bob held in whole pixels, a slow fidget, a blink, and nothing else moving.</description><category>Game art</category><category>Animation</category><category>Pixel art</category><category>Tutorial</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/idle-animation/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Boss fight design: five bosses and what each one tests</title><link>https://cobomakesgames.com/blog/boss-fight-design/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/boss-fight-design/</guid><pubDate>Thu, 08 Oct 2026 06:00:00 GMT</pubDate><description>How we design Mytheria's boss fights: a sealed door, an intro, three phases with a breather between, patterns that test something new and a real fall.</description><category>Game design</category><category>Combat</category><category>Dev tips</category><category>Co-op</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/boss-fight-design/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Godot performance: how we found a stutter with a frame trace</title><link>https://cobomakesgames.com/blog/godot-stutter-frame-trace/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/godot-stutter-frame-trace/</guid><pubDate>Wed, 07 Oct 2026 15:00:00 GMT</pubDate><description>How we found a stutter in our Godot game: record the time between frames, find what ran in the slow ones, fix that one thing, and measure again.</description><category>Game programming</category><category>Performance</category><category>Godot</category><category>Dev tips</category><category>Tutorial</category><enclosure url="https://media.cobomakesgames.com/blog/godot-stutter-frame-trace/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How to place trees and rocks so a map looks natural</title><link>https://cobomakesgames.com/blog/placing-trees-and-rocks/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/placing-trees-and-rocks/</guid><pubDate>Wed, 07 Oct 2026 12:00:00 GMT</pubDate><description>How Mytheria places its trees and rocks: drifts instead of random scatter, habitats with rules, clear roads and a world that gets richer away from home.</description><category>Game design</category><category>Pixel art</category><category>Godot</category><category>Dev tips</category><category>Tutorial</category><enclosure url="https://media.cobomakesgames.com/blog/placing-trees-and-rocks/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Game loop design: gather by day, survive the night</title><link>https://cobomakesgames.com/blog/game-loop-design/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/game-loop-design/</guid><pubDate>Wed, 07 Oct 2026 09:00:00 GMT</pubDate><description>Mytheria's core gameplay loop as a real example: a daily loop of gathering and night danger inside a region loop of settlements, upgrades and bosses.</description><category>Game design</category><category>Dev tips</category><category>Co-op</category><category>Combat</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/game-loop-design/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>One rig, five characters: modular pixel art animation</title><link>https://cobomakesgames.com/blog/one-rig-five-characters/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/one-rig-five-characters/</guid><pubDate>Wed, 07 Oct 2026 06:00:00 GMT</pubDate><description>How Mytheria animates five pixel art characters with one rig: parts as data, shared clips, feet that plant on the ground and hands that hold any tool.</description><category>Game art</category><category>Pixel art</category><category>Animation</category><category>Godot</category><category>Tutorial</category><enclosure url="https://media.cobomakesgames.com/blog/one-rig-five-characters/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How to balance weapons with a damage budget</title><link>https://cobomakesgames.com/blog/weapon-damage-budget/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/weapon-damage-budget/</guid><pubDate>Tue, 06 Oct 2026 15:00:00 GMT</pubDate><description>How we balance Mytheria's nine weapons: a damage budget per tier, every move costed in seconds of budget, with all 108 combinations measured in play.</description><category>Game design</category><category>Combat</category><category>Dev tips</category><category>Godot</category><category>Tutorial</category><enclosure url="https://media.cobomakesgames.com/blog/weapon-damage-budget/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Pixel art character size: why we made our characters smaller</title><link>https://cobomakesgames.com/blog/pixel-art-character-size/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/pixel-art-character-size/</guid><pubDate>Tue, 06 Oct 2026 12:00:00 GMT</pubDate><description>Why Mytheria's pixel art characters got smaller: compact heads, no limbs, floating hands and tiny feet. A real before and after, with the sprite sizes.</description><category>Game art</category><category>Pixel art</category><category>Animation</category><category>Dev tips</category><category>Tutorial</category><enclosure url="https://media.cobomakesgames.com/blog/pixel-art-character-size/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Game HUD design: a compass and a clock in one</title><link>https://cobomakesgames.com/blog/game-hud-compass-clock/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/game-hud-compass-clock/</guid><pubDate>Tue, 06 Oct 2026 09:00:00 GMT</pubDate><description>How the HUD in Mytheria puts map, time and day in one corner: a clock that fills around the compass, and a readout that shifts colour with the hour.</description><category>Game UI design</category><category>Dev tips</category><category>Godot</category><category>Accessibility</category><category>Pixel art</category><enclosure url="https://media.cobomakesgames.com/blog/game-hud-compass-clock/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>LAN multiplayer in Godot: finding a friend's game on any Wi-Fi</title><link>https://cobomakesgames.com/blog/godot-lan-multiplayer/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/godot-lan-multiplayer/</guid><pubDate>Tue, 06 Oct 2026 06:00:00 GMT</pubDate><description>How Mytheria finds a friend's game on the same Wi-Fi in Godot: a UDP beacon, broadcasts for every network size, and join errors that say what to do.</description><category>Multiplayer and co-op</category><category>Co-op</category><category>Godot</category><category>Dev tips</category><category>Accessibility</category><enclosure url="https://media.cobomakesgames.com/blog/godot-lan-multiplayer/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How to make a pixel art forest feel alive</title><link>https://cobomakesgames.com/blog/pixel-art-forest-alive/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/pixel-art-forest-alive/</guid><pubDate>Mon, 05 Oct 2026 15:00:00 GMT</pubDate><description>How Mytheria's pixel art forest moves: one wind for the whole world, a different stiffness per plant, whole-pixel sway, grass that parts and wildlife.</description><category>Game art</category><category>Pixel art</category><category>Animation</category><category>Godot</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/pixel-art-forest-alive/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How to make big enemies feel heavy in combat</title><link>https://cobomakesgames.com/blog/big-enemies-feel-heavy/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/big-enemies-feel-heavy/</guid><pubDate>Mon, 05 Oct 2026 12:00:00 GMT</pubDate><description>How Mytheria makes big enemies feel heavy: mass from size, blows that bounce you back, no flinching, and a stagger you earn. Try the weight split yourself.</description><category>Game feel</category><category>Combat</category><category>Game juice</category><category>Knockback</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/big-enemies-feel-heavy/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How to make fog look good in a pixel art game</title><link>https://cobomakesgames.com/blog/fog-in-pixel-art/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/fog-in-pixel-art/</guid><pubDate>Mon, 05 Oct 2026 09:00:00 GMT</pubDate><description>How we draw fog in Mytheria: in the world, never on the screen, with a clear pocket around the player and shelters that cut holes in it. Real footage.</description><category>Game art</category><category>Pixel art</category><category>Lighting</category><category>Godot</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/fog-in-pixel-art/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Pixel art color palette: how we fixed a washed-out forest</title><link>https://cobomakesgames.com/blog/pixel-art-color-palette/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/pixel-art-color-palette/</guid><pubDate>Mon, 05 Oct 2026 06:00:00 GMT</pubDate><description>How we pick colours for Mytheria's pixel art: hue-shifted ramps, cool shade, warm earth and coloured outlines. Explore our real tree and rock palettes.</description><category>Game art</category><category>Pixel art</category><category>Lighting</category><category>Tutorial</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/pixel-art-color-palette/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Minimap design: show only what helps the player</title><link>https://cobomakesgames.com/blog/minimap-design/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/minimap-design/</guid><pubDate>Sun, 04 Oct 2026 15:00:00 GMT</pubDate><description>How we designed Mytheria's minimap: a calm round window, icons that keep their size, arrows on the rim, and six zoom steps. Real footage from the game.</description><category>Game UI design</category><category>Dev tips</category><category>Godot</category><category>Performance</category><category>Accessibility</category><enclosure url="https://media.cobomakesgames.com/blog/minimap-design/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How to design weapons that each feel different</title><link>https://cobomakesgames.com/blog/weapons-that-feel-different/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/weapons-that-feel-different/</guid><pubDate>Sun, 04 Oct 2026 12:00:00 GMT</pubDate><description>How we designed Mytheria's nine weapons around one verb each, from a harpoon that pulls to runes you set off later. See every weapon in play.</description><category>Game design</category><category>Combat</category><category>Dev tips</category><category>Game juice</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/weapons-that-feel-different/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Day and night cycle in games: designing every hour of the day</title><link>https://cobomakesgames.com/blog/day-and-night-cycle/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/day-and-night-cycle/</guid><pubDate>Sun, 04 Oct 2026 09:00:00 GMT</pubDate><description>How Mytheria's day and night cycle works: a 12-minute day, a dangerous moonlit night, a fog that comes once a night, and a dawn every player shares.</description><category>Game design</category><category>Lighting</category><category>Godot</category><category>Co-op</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/day-and-night-cycle/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How to make a dash feel good: charges, cooldowns and animation</title><link>https://cobomakesgames.com/blog/how-to-make-a-dash-feel-good/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/how-to-make-a-dash-feel-good/</guid><pubDate>Sun, 04 Oct 2026 06:00:00 GMT</pubDate><description>How the dash in Mytheria works: speed, distance, cooldown, charges, invincibility frames and the animation. Try the charges yourself, with real numbers.</description><category>Game feel</category><category>Animation</category><category>Combat</category><category>Game juice</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/how-to-make-a-dash-feel-good/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Game inventory UI design: five versions and what each one taught us</title><link>https://cobomakesgames.com/blog/game-inventory-ui-design/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/game-inventory-ui-design/</guid><pubDate>Sat, 03 Oct 2026 15:00:00 GMT</pubDate><description>Mytheria's inventory went through five designs, from a flat paper book to a live character on a stage. Step through each one and see what we changed.</description><category>Game UI design</category><category>Dev tips</category><category>Godot</category><category>Pixel art</category><category>Accessibility</category><enclosure url="https://media.cobomakesgames.com/blog/game-inventory-ui-design/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How co-op multiplayer works in Godot: host, prediction and lag</title><link>https://cobomakesgames.com/blog/godot-co-op-multiplayer/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/godot-co-op-multiplayer/</guid><pubDate>Sat, 03 Oct 2026 12:00:00 GMT</pubDate><description>How Mytheria's online co-op works in Godot: one host owns the world, guests send inputs and predict their own moves. Try the lag demo, see real numbers.</description><category>Multiplayer and co-op</category><category>Co-op</category><category>Godot</category><category>Performance</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/godot-co-op-multiplayer/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Telegraphing attacks: how to warn players before a hit</title><link>https://cobomakesgames.com/blog/telegraphing-attacks/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/telegraphing-attacks/</guid><pubDate>Sat, 03 Oct 2026 09:00:00 GMT</pubDate><description>A telegraphed attack warns you where and when it will land. How Mytheria telegraphs every attack: a shape on the ground, a clock, more time for big hits.</description><category>Game feel</category><category>Combat</category><category>Accessibility</category><category>Dev tips</category><category>Godot</category><enclosure url="https://media.cobomakesgames.com/blog/telegraphing-attacks/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Pixel art lighting in Godot: real lights in the world</title><link>https://cobomakesgames.com/blog/pixel-art-lighting/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/pixel-art-lighting/</guid><pubDate>Sat, 03 Oct 2026 06:00:00 GMT</pubDate><description>How we light Mytheria's pixel art in Godot with real lights, local mist and time of day instead of screen filters. Drag the sun through a whole day.</description><category>Game art</category><category>Lighting</category><category>Pixel art</category><category>Godot</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/pixel-art-lighting/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>Screen shake in games: how to make it feel good</title><link>https://cobomakesgames.com/blog/screen-shake-in-games/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/screen-shake-in-games/</guid><pubDate>Fri, 02 Oct 2026 15:00:00 GMT</pubDate><description>How we tuned screen shake in Mytheria: small, along the hit, inside the hitstop and easy to turn off. Try the old and new shake curves yourself.</description><category>Game feel</category><category>Screen shake</category><category>Combat</category><category>Game juice</category><category>Godot</category><category>Accessibility</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/screen-shake-in-games/hero.webp" type="image/jpeg" length="0" /></item>
    <item><title>How to make combat feel good</title><link>https://cobomakesgames.com/blog/how-to-make-combat-feel-good/</link><guid isPermaLink="true">https://cobomakesgames.com/blog/how-to-make-combat-feel-good/</guid><pubDate>Fri, 02 Oct 2026 12:00:00 GMT</pubDate><description>How we made combat feel good in our indie game Mytheria: hitstop, hit flash, knockback and screen shake, with real frame data you can try yourself.</description><category>Game feel</category><category>Hitstop</category><category>Screen shake</category><category>Knockback</category><category>Hit flash</category><category>Combat</category><category>Game juice</category><category>Godot</category><category>Dev tips</category><enclosure url="https://media.cobomakesgames.com/blog/how-to-make-combat-feel-good/hero.webp" type="image/jpeg" length="0" /></item>
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