Hello, this is my general Pulp devlog! I’ll try and keep this opening post up to date with an index of posts as well as with links to other threads I’ve created that are devlog-adjacent ![]()
Devlog Index
- Tuning static concept
- The Tether Zone concept with proximity lighting
- Smoothly animated movement (demo)
- Scrolling platformer demo
- Tile Hill (a tile-based sidescrolling platformer proof of concept)
- Tile Hill (ART& arcade release)
- Resonant Tale concept
- Resonant Tale randomisation in a boss fight
- Resonant Tale warp effect
- Resonant Tale camera panning screen transition
- Resonant Tale implementing simple stealth, more randomisation tricks
- Resonant Tale accessibility settings
- Doodle sketch toy using the crank
- Paint With Pulp pixel art toy
- Pulpino in-game editor concept
- Pulpino test project
- Travelling Balloon concept
- 16x16 meta-tile prototype
- Carrie Cargo: Parody Walking Action (a Death Stranding parody)
- Goodnight Universe (a micro audio game)
- Runaround Reaper (PlayJam 4 entry)
- Tourist, Little Hungers, Bunk-A-Bust and Fishing concepts
- Lolife Multiple instances of a single sprite
- Lolife Mechanical balancing
- Lolife HUD optimisations
- Lolife performance optimisations
- Lolife more performance optimisations
- Lolife handling save data
- Lolife multi save slot support
- Lolife real time and turn based modes
- Lolife sheep herding and crank usage
- Lolife playtime tracking
- Lolife various mechanics
- Lolife synchronising animations
- Lolife calculating the date of Easter
- Lolife various mechanics
- The Seven Bridges of Koenigsberg (a shortform narrative puzzle game)
- Witch Ware minigame in Ware-wolf Campfire Stories
- Witch Ware cheat code obfuscation
Game Threads
- Pulp Pirate - A little pulp adventure game with pirates!
- First Person “3D” Maze & Relative Movement (Daedalus Versus Minotaur)
- Resonant Tale - A pocket size puzzle box adventure!
Tutorial Threads
- Overriding the d-pad with custom events
- Cancelling wait execution on moving room
- Auto advance say dialogue boxes
- How to… ice and conveyor belt tiles for sliding puzzles
- Simple Save Point Example
- Implementing cheat codes in Pulp
Reference Threads
Original Post
Now the SDK is public I'd like to delve into it more, but I find myself with too much freedom and no idea where to start! I'm finding Pulp fun for more quickly prototyping some ideas - even if they aren't exactly what Pulp was intended for!
So rather than make a new thread for every half-baked and soon-to-be-abandoned idea I have, I thought I could throw them all in here ![]()
First up is a game called "The Tether Zone". A typically sinister governmental organisation has discovered a supernatural anomaly and is sending down test subjects to explore it on the end of a tether. It'll be a side-scrolling roguelite, with each attempted exploration of the anomaly another run - think sci-fi horror Spelunky. Each run would be contextualised and wrapped by a detached, direct-to-the-player computer system recording the results of each subsequent experiment - but that's getting ahead of myself!
Here is my first pass at the basic movement mechanics in Pulp:

As you can hopefully see it's side-scrolling with the player progressing ever further downwards, but the crank can be used to wind the player back in on the end of the tether (or to slowly lower them down rather than them falling).







