Twins dad, husband, game developer, Defold community and content manager, video creator, running indie studio, working on my dream indiegame: @WitchcrafterRPG!

Joined August 2019
Hi! I'm Paweł and I am making this game! 😁 Rest of the links: witchcrafter.carrd.co
Witchcrafter is an upcoming mature #darkfantasy #RPG #metroidvania #indiegame with a nonlinear story raising daunting topics, set in a vivid world full of legends, distinguishable characters, beasts and elemental magic!🔥 If you like it, consider a tip!😉 ko-fi.com/witchcrafter
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Paweł Jarosz retweeted
In an hour we start Defold + Minit Game Jam #1! 💰 Total Prize Pool: $1,000 🏆 Best Game: $400 🌺 Beautiful: $100 😄 Funny: $100 🪷 Zen Mode: $100 💡 Clever Twist: $100 🎓 Brain Burner: $100 🕹️ High Score Fever: $100 Starting today, you'll have 2 weeks to create a bite-sized, instantly playable game with #Defold and publish it on Minit Games! 🚀
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Paweł Jarosz retweeted
Inspiring words from Mang Paldo. Play Jeepney Stories on @wavedash now! 😊
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Paweł Jarosz retweeted
Nie miałem czasu, ale warto wspomnieć, że podczas GIC/PGA poznaliśmy laureatów nagród Central & Eastern European Game Awards (CEEGA) 2026. Trzy statuetki trafiły do polskich twórców: Fumi Games, Bloober Team i Techland. Gratulacje! • Best Game: Replaced (Sad Cat Studios) • Visual Art: MOUSE: P.I. For Hire (Fumi Games) • Audio: Cronos: The New Dawn (Bloober Team) • Design: Replaced (Sad Cat Studios) • Narrative: Replaced (Sad Cat Studios) • Technology: Dying Light: The Beast (Techland) • Hidden Gem: Don't Sleep With The Fishes (Taiki) • Best Mobile: Off The Road 2 (DogByte Games) #polskiegry
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Paweł Jarosz retweeted
Every game we've made at Moon so far started from a somewhat weird angle: I look at some of the greatest games ever made and ask myself one simple question: What's wrong with them? Figuring out what's great about a masterpiece is easy. You don't need to think particularly hard to understand why Super Mario Bros. 3, Super Metroid, Symphony of the Night, Diablo II or Mario 64 are incredible games. But figuring out what's wrong with them? That's where you really have to start to think! You have to really dissect these games. Figure out which design elements didn't quite come together, which core pillars were weaker than others, where the developers might have settled for something that was merely good when it could've been extraordinary. And once you start asking those questions, you inevitably arrive at another: What if we could do better? With Ori, our original goal was to make Metroidvanias popular again. I loved Super Metroid and Symphony of the Night, but one thing always bothered me: Why was the actual platforming so simplistic compared to something like Mario? These were games where you spent an enormous amount of time running and jumping, yet the act of running and jumping wasn't nearly as satisfying as it could've been, so that seemed like an obvious opportunity. What if we took the exploration, progression, and interconnected worlds of a Metroidvania, but combined them with the kind of precise and super satisfying movement you'd expect from a great Mario game? Where would that take us? There was another ambition hiding in there, too: We wanted to tell a story. I had just failed at creating my own shortfilm in artschool, so I wanted to prove to myself that I wouldn't fail this time. Back in 2010, the idea to put story into a 2d Platformer seemed almost preposterous to some people. We were literally told that "Even Miyamoto doesn't do that. Why do you think you should?" I didn't have a particularly sophisticated answer other than: "It FEELS like we should!" Looking back, I think those two ambitions ultimately defined Ori: Bringing genuinely great platforming into a Metroidvania and proving that a 2D Platformer could deliver a deeply emotional story. With No Rest for the Wicked, the opportunity seemed even more obvious. We were looking at a genre that - in my opinion - had become creatively stagnant years before we even started development. The combat in Diablo and virtually every Diablo-inspired ARPG was still fundamentally rooted in the same point-and-click design philosophy from decades ago. Sure, controller support had been added over the years. But supporting a controller isn't the same thing as fundamentally rethinking how combat should feel when you're directly controlling a character. And then there was multiplayer. Ever since I was a kid, the dream was obvious: An ARPG where you and your friends could form your own little Fellowship of the Ring and go on an actual adventure together. Not just open a temporary session, have somebody jump in, kill a few monsters, grab some loot, and disappear again. I wanted a world that belonged to our group. A place where we'd build something together, make discoveries together, overcome challenges together, and actually feel like we were sharing an adventure. Instead, the genre largely went in a different direction: Random players being streamed into your experience, fairly meaningless interactions and multiplayer systems that often felt more like an elaborate in-game eBay than a genuine adventure with friends. Again, the question was simple: Why couldn't we do better? That's ultimately where Wicked came from. Now, as we're preparing for Wicked's 1.0 release, I find myself returning to that same thought process. Most of our team will continue working on No Rest for the Wicked, but we'll also start putting smaller teams together to explore entirely new projects. Which brings me to our next challenge: Lately, I've been thinking an awful lot about where Mario got it wrong. I think it'd be a lot of fun trying to directly compete with Nintendo next time! 👍
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True text means localisation, and you can't localize to all languages 😕 Also: show, don't tell ✅
Replying to @Poki
@Poki : Remove as much text as possible! Me, testing a new concept with tons of texts(sales simulator): (see the picture) So the rules: - do NOT ignore what your partner says - some genres are not suitable for specific audience (text heavy games on big web platforms)
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Paweł Jarosz retweeted
The upgrade tree feels a lot more responsive. 🦋 #MadeWithDefold #gamedev #indiedev #incremental
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Check out the improved visuals of the sun and moons and now also a sky full of stars ✨ Green moon is the biggest, so it increases the ambience a bit. Colors are not so science backed, as I need to have a clear visual difference between moons. Wishlist: store.steampowered.com/app/1…
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Paweł Jarosz retweeted
Working on delight: surprise + curiosity by adding diverse win celebrations and skin unlocks. What do you think? #gamedev #madewithdefold #ゲーム制作
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New Defold beta with vector fonts, emojis and more! 🥳
🚀 Defold 1.14.1 BETA is here! 🔤 Vector fonts & colorful emojis support🥳 🎆 Faster particle rendering 🎞️ Flexible tile animations ⏺️ Native MP4 recording 🔀 SIMD texture-processing optimizations 🌐 HTML5 improvements and rendering control 📦 Improved glTF support – support for Draco/Meshopt compressed models and KTX2 textures and way more #Defold #gameengine #gamedev #indiedev #MadeWithDefold
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Paweł Jarosz retweeted
Launching your first Roblox game? Here's the algorithm playbook we use for every single one of our game launches: (from my talk at RDC 2026)
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Paweł Jarosz retweeted
Jupiter Hell Classic 0.14 "Ruins" is out! New Europa branch and special levels, ancient items, a new boss, cryogenic and corrosive mods, new assemblies, smoother animations, visual upgrades and a ton of fixes! Please help spread the word! store.steampowered.com/news/…
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Paweł Jarosz retweeted
We're happy to anounce the first Defold + Minit Game Jam, starting October 28! 🚀 You'll have 2 weeks to create a bite-sized, instantly playable #webgame with #Defold and publish it in Minit app! 🏆 Cash prizes for the best games! 🗳️ Community voting: November 12-23 🏅 Winners announced: November 24 Ready for the challenge? 🔥 #GameJam #gamedev #indiedev #webgamedev #MadeWithDefold
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Paweł Jarosz retweeted
Control thousands of objects with Defold Crowd! 🎉 This native extension by @selimanac brings ORCA-based crowd avoidance to your games, helping agents navigate around each other and static obstacles. ✅ Circular and polygonal obstacle avoidance ✅ Navigation masks and configurable avoidance behavior ✅ Parallel simulation with #Defold's JobSystem (in Pro version) The Standard version is free for non-monetized projects #gamedev #indiedev
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Paweł Jarosz retweeted
Would you like to build a #metroidvania in Defold easily? The Microvania Toolkit by Schlista is now available for #Defold! Designed for artists and developers alike, this Tiled-first toolkit helps you create a complete 2D exploration platformer using your own artwork, and includes a ton of ready features your game can use: ✅ 57 ready-made templates for Tiled ✅ Movement, combat, puzzles, and boss fights ✅ Connected rooms, world maps, and exploration systems ✅ Export to a standalone, customizable Defold project Includes sample worlds to help you get started! #gamedev #indiedev #action #exploration #indiegames #gamedev #indiedev #MadeWithDefold
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Paweł Jarosz retweeted
A little teaser from @mwesterdahl76 about the ongoing work on SVG support for #Defold:
Testing adding .svg support (with animations) to the engine. #madewithdefold #slug #gamedev #ScreenshotSaturday
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Traditionally now, a photo from next #GIC2026, this time from a stage 📸 Thank you guys for coming to my talk! ❤️🎤 #gamedev #webgames #indiedev
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Testing adding .svg support (with animations) to the engine. #madewithdefold #slug #gamedev #ScreenshotSaturday
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Paweł Jarosz retweeted
..one more skin before I release the update: gummy jelly chess pieces! #gamedev #ScreenshotSaturday #ゲーム制作
added an unlockable glass skin for the chess pieces. The upcoming update for Not Chess will be massive! #gamedev #madewithdefold #ゲーム制作
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Paweł Jarosz retweeted
Fun session of Out 4 Blood with a friend, a Left 4 Dead-style game on @wavedash #gamedev #indiedev
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Web games will have its second golden age ✅ All because of WebGPU and of course AI - the hardware is extremely expensive, and this - runs smoothly on my potato laptop in a browser 🥔
You can play this in your browser on Wavedash right now btw
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