Nikita Myshkin

Nikita Myshkin

@nmyshkin.bsky.social

Game developer “Plowing” and “The Blessed Fool” Wishlist here: https://store.steampowered.com/app/3396560/The_Blessed_Fool/

3.1K followers51 following181 posts

The Blessed Fool is now on Linux 🐧 Native build for SteamOS and 64-bit Linux (Ubuntu 22.04+), Steam Deck included. Same content as on Windows and Mac. #indiegame #pixelart #pointandclick #horrorgame

store.steampowered.comSave 10% on The Blessed Fool on SteamThe blessed fool arrives in a strange city consumed by fear and violence to save its people from a new regime. But do they even want to be saved? Immerse yourself in a world where every step tests you...

I've started working on the first update for The Blessed Fool. Most players complained that the story was confusing and hard to understand, so I'm putting together a short diary that explains it. I hope it helps clear things up. #pixelart #gamedev #gaming #indiegame

Released my first game today. Came home to a cake with The Blessed Fool logo, made by my wife. Should ship games more often. #pixelart #gamedev #gaming #indiegame

One week left until The Blessed Fool is released. I'm so glad I finally finished this project — it took me 2 years. Two feelings are boiling inside me: joy and shame. Below is a short story of how these two years went, and why shame outweighs joy in me🧵 #pixelart #gamedev #gaming #indiegame

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I can't blame the "bad" programmers who kept leaving. Can't blame the first artist for drawing poorly. Can't excuse myself for ditching the project for weeks. I picked those programmers. I wrote the brief. I approved the work. I, and only I, am to blame for these 2 years.

That's why shame wins. A couple hours of gameplay cost 2 years. But you know what kept me going all this time? I knew for certain I was doing something important — not just for myself, but for millions of others. If even one person says the game helped them somehow, those 2 years were worth it.

store.steampowered.comThe Blessed Fool on SteamThe blessed fool arrives in a strange city consumed by fear and violence to save its people from a new regime. But do they even want to be saved? Immerse yourself in a world where every step is a chal...

One week left until The Blessed Fool is released. I'm so glad I finally finished this project — it took me 2 years. Two feelings are boiling inside me: joy and shame. Below is a short story of how these two years went, and why shame outweighs joy in me🧵 #pixelart #gamedev #gaming #indiegame

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There was a catch too: the mentor got paid for the last tasks but never delivered — by then they likely wouldn't have helped anyway. I built all the systems myself and merged the locations. Only the composer stayed the whole way — her music was so good, testing it 30 times over never wore me out.

And here we smoothly arrive at why shame outweighs joy. This game could've been made in six months, a year at most. But because of my own laziness, stupidity, constant frustration, lack of money, and other life circumstances, this project stretched to two years and four months.

One week left until The Blessed Fool is released. I'm so glad I finally finished this project — it took me 2 years. Two feelings are boiling inside me: joy and shame. Below is a short story of how these two years went, and why shame outweighs joy in me🧵 #pixelart #gamedev #gaming #indiegame

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From then on I decided to do everything myself and started the Godot project again. You're probably wondering why not just finish the almost-done project. Because back then I still couldn't tell a method from a class. To make sure I'd finish, I found a mentor who helped a lot early on.

We started working in September 2025. I'll describe this in detail — it might help someone. First we wrote technical documentation listing all the game's systems and entities. Then, for each system, the mentor wrote fairly detailed tasks. Those task constraints helped the most.

One week left until The Blessed Fool is released. I'm so glad I finally finished this project — it took me 2 years. Two feelings are boiling inside me: joy and shame. Below is a short story of how these two years went, and why shame outweighs joy in me🧵 #pixelart #gamedev #gaming #indiegame

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While the artist drew, I tried to learn Godot. It went terribly. At best I'd reach the inventory system, and that wore me out completely. I started looking for a programmer to save time, while working on it myself. I restarted the project 25-30 times — the chaos I made was impossible to escape.

Finding programmers was the most interesting part — there were four. #1 vanished right away, #2 did ~20% and vanished, #3 built 3 systems and vanished. #4 was the most brutal — he did almost everything, then honestly said he couldn't continue, too busy. That's when I lost faith in programmers.

One week left until The Blessed Fool is released. I'm so glad I finally finished this project — it took me 2 years. Two feelings are boiling inside me: joy and shame. Below is a short story of how these two years went, and why shame outweighs joy in me🧵 #pixelart #gamedev #gaming #indiegame

Development started in June 2024. I quickly found an artist, and we drew 70% of the sprites in six months, but in February 2025 the main artist I worked with on Plowing came back. We had to redraw everything. Look at the attached screenshots — the question "why" should disappear right away.

Thank you to everyone who played The Blessed Fool demo during Steam Next Fest🎉 Your feedback, bug reports, and comments helped a lot. I’ve already fixed several reported issues and will keep improving the game before release. The Blessed Fool releases September 30, 2026. #pixelart #indiegame

The demo version of The Blessed Fool is finally out🥳 Don’t forget to add the game to your wishlist: store.steampowered.com/app/3396560/... And please, if you want to share your thoughts or report a bug, feel free to message me. #pixel #pixelart #gamedev #GodotEngine #gaming #indiegame

store.steampowered.comThe Blessed Fool on SteamThe blessed fool arrives in a strange city consumed by fear and violence to save its people from a new regime. But do they even want to be saved? Immerse yourself in a world where every step is a chal...

Over the past two weeks, I’ve been polishing the demo for my main game while also continuing work on my card game. And today, my project officially passed Steam moderation — which means I’m now confirmed to take part in the June 2026 Steam Next Fest🎉 #gamedev #GodotEngine #gaming #indiegame

This May Saturday, I felt a strong urge to sit down and write about the work I’ve done this week. I dedicated the entire week to my second game — Aces Up Magic. I added background music, fixed bugs, and, most importantly, implemented two animations🧵 #SaturdayDevlog #indiegame

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The second is a defeat animation. When you lose, the cards simply collapse and fall flat. To me, both animations are still missing something — sound. I tried several options, but none of them felt right🔽

This May Saturday, I felt a strong urge to sit down and write about the work I’ve done this week. I dedicated the entire week to my second game — Aces Up Magic. I added background music, fixed bugs, and, most importantly, implemented two animations🧵 #SaturdayDevlog #indiegame

The first one is a victory animation. I’m still experimenting with different parameters — the number of cards flying out, their speed, and so on. The toughest decision so far is the direction: should the cards fly upward or downward?🔽 #gamedev #2D #GodotEngine #GameDesign

Hello everyone! A quick reminder — I’ve started a new series: #SaturdayDevlog. Every Saturday I share what I’ve been working on throughout the week🔽 #gamedev #2D #GodotEngine #gaming #GameDesign #indiegame

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In my second game, Aces Up, I updated the UI. What’s left now is optimizing it for different devices, adding background music, and introducing more visual variety with different backgrounds.

Hello everyone! A quick reminder — I’ve started a new series: #SaturdayDevlog. Every Saturday I share what I’ve been working on throughout the week🔽 #gamedev #2D #GodotEngine #gaming #GameDesign #indiegame

This week, I returned to working on my game Aces Up Magic, as my artist is creating new assets. What remains now is to refine the sound design and polish the UI elements. #SaturdayDevlog #gamedev #2D #GodotEngine #gaming #GameDesign #indiegame

For example, in the track “Прощание со степью,” it feels more like a shamanic ritual, where the author moves through the entire history of the steppe, trying to do something with it—but there’s nothing left to be done. Even without understanding Russian.

My Saturday morning doesn’t start with coffee, but with writing a post for my regular #SaturdayDevlog series🔽 #pixel #pixelartist #pixelart #gamedev #2D #GodotEngine #gaming #GameDesign #indiegame #pointandclick

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But, of course, there’s always a catch. I’ve spent three days trying to get proper shadows working in one location. The issue is that I have pre-rendered shadows for NPCs, but that approach doesn’t work for the main character since they’re constantly moving🔽

My Saturday morning doesn’t start with coffee, but with writing a post for my regular #SaturdayDevlog series🔽 #pixel #pixelartist #pixelart #gamedev #2D #GodotEngine #gaming #GameDesign #indiegame #pointandclick

The composer delivered the soundtrack for the final locations—and for the first time in my life, I didn’t have to tweak anything. It turned out flawlessly, almost suspiciously perfect🔽

Today, as usual, it’s time for #SaturdayDevlog. But this week I don’t have much to show—just two completed locations—because on April 1st I celebrated my 30th birthday.

I celebrated it quite modestly, but got a good rest. I walked all over the city and went through my entire music library. Still, the rest felt somewhat strained—as if I were trying to make up for all the days I had gone without days off.

It’s been over a month since I started a new series — #SaturdayDevlog — where I post every Saturday about the progress of my game🔽 #pixel #pixelartist #pixelart #gamedev #2D #GodotEngine #gaming #GameDesign #indiegame #pointandclick

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It’s been over a month since I started a new series — #SaturdayDevlog — where I post every Saturday about the progress of my game🔽 #pixel #pixelartist #pixelart #gamedev #2D #GodotEngine #gaming #GameDesign #indiegame #pointandclick

This week I created three more locations. I’ve noticed that the main difficulty in each one is the unique NPCs. Even if it’s just a few lines of code, each of them has its own quirk that forces me to create child classes. That probably means I didn’t design the base class well enough🔽

Hello, Saturday. And with it — our regular segment: #SaturdayDevlog This week I’ve almost finished working on the pause menu. I added language switching, volume control, and screen mode settings🔽 #pixel #pixelartist #pixelart #gamedev #2D #GodotEngine #gaming #GameDesign #indiegame #pointandclick

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It’s a fascinating piece — something childlike and playful on the surface, but with a deeper, more mature awareness underneath. Many of you have probably heard this album, but I highly recommend diving back into this strange and beautiful ride. See you next week!

Hello, Saturday. And with it — our regular segment: #SaturdayDevlog This week I’ve almost finished working on the pause menu. I added language switching, volume control, and screen mode settings🔽 #pixel #pixelartist #pixelart #gamedev #2D #GodotEngine #gaming #GameDesign #indiegame #pointandclick

In the video, you can hear that volume changes are applied in real time right in the settings, so the player doesn’t have to leave the menu just to test the sound levels. What’s left is polishing the UI and adding sound effects for each interaction🔽