Buddy Blossomer

Personal Project

Buddy Blossomer (formerly known as Blossomer) is an upcoming indie platformer with a large emphasis on movement abilities and sword combat. I post update videos to my Youtube channel whenever I reach a significant development update. On your right is a playlist of every development update so far. As of right now, it is in the prototype phase. You can see some of my documentation further below.


Development Milestones

  • December 2025
    • Created 3rd level: Hot Cold Cave (working on a name)
      • Revolves around the leap leaves (double jump) ability
      • 7 petal quests, 1 boss, 3 sub areas
    • Rigged and animated boss fight
    • Halfway done with all the levels
  • October 2025
    • Created 2nd level: Lunamoona Lagoona
      • Revolves around the sprint seed (dash) ability
      • 7 petal quests, 1 boss, 3 sub areas
    • Various bug fixes
    • Rigged and animated boss fight and sea creatures
  • August 2025
    • Created first level: Foliage Frontier
      • Revolves around the burly branch ability
      • 7 petal quests, 1 boss, 3 sub areas
    • Programmed, modeled, rigged, and animated first boss fight
  • June 2025
    • College hiatus concluded (graduated)
    • Created and rigged the player model
    • Created animations for all moves
    • Linked animations in animator
    • Scope decision made: removing tipper and barbed sword variations
      • too precise to be fun
      • reduces animations needed
      • moves can be repurposed, normal sword moves need balance updates
  • January 2025
    • Added power ups: stone branches, rocket twig, machine gun, time stopper, plantforms, helicopter leaves, healing bloom, and wings
    • Tested power-up interactions
    • Started making a level: foliage frontier (3 petal quests completed)
    • Gliding now loses power after being held down
    • Added refill functionality for aerial tether swings
    • Hiatus resumes (college)
  • December 2024
    • Hiatus pauses (winter break)
    • New project name: Buddy Blossomer
    • Hub world started
    • Jump/dash/hover refill orbs and fields
    • Added grind rails, air vents, illuminable turf, conveyor belts, donut-leap platforms, and a shield-surf skatepark
    • Jumping off a wall while tethered now bounces you back
    • Sword hitboxes are enlarged, shockwave spread hitbox changed
    • Advent stab with tipper blade now has to be timed like the advent bisection
    • New moves added: snapping branch, hit-and-run (side somersault jump while hovering to gain some verticality)
  • August 2024
    • Coded remaining sword combat abilities: tipper and splintering swords
    • Using a drill move on an enemy bounces you into the air
    • Player movement is now complete, can now shift focus towards making levels
    • Hiatus begins (college)
  • July 2024
    • Coded all tether abilities
    • Coded a majority of the sword combat abilities
    • Player can shield hazards, shield surf, and shield bounce
    • Tested all ability interactions + bug fixing
    • Added tether bulbs
    • Player is now transparent when the camera gets too close
    • Platforms created from branch ability are now larger with a diving-board indicator
    • Momentum is now preserved from jumping off of a trapeze or grounded plant + fling
  • June 2024
    • Coded all double jump, hover, dash, super-swimming, and branch abilities
    • Added trapezes, grapple-objects, soft-walls, and soft-ground
  • May 2024
    • Player can move the camera, walk, jump, crouch, swim, and ice skate
    • Player can snap to ledges, walk up slopes, donut leap, super jump from a high place, and side-somersault
    • Added trampolines, speedy slabs, slides, hazards, and placeable respawn points
    • Added placeholder visuals

Have a design problem?
Save it for David!

davidgalmines@gmail.com

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