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Twin Flames is an action 2D platformer with a lot of roguelike elements. You can choose to be either one of the siblings and must defeat the other one. However, there’s a catch, if you take too long to reach the top of the Time Tower, your powers will die and the other god will rule time forever. So this is not only a battle against your enemies, this is a battle against time itself.

  • Fast paced and fun combat. You can choose to either slash your enemies to pieces or blast them with a barrage of magic attacks.
  • Lots of treasure, weapons, spells and relics to collect. As you find more and more loot, your character will become stronger and even gain a few interesting abilities.
  • Explore a beautiful pixel art realm filled with color, animation and love. Each scenery is unique and interesting.
  • Replay value. As you can expect from the roguelike genre, each run will be quite different, so you’ll always run into a new surprise!

We gave Twin Flames an identity and flavor of its own, but we also took some notes of our favorite games and added what we liked most about them: the weapon and item variety of Symphony of the Night, the crazy fast paced combat of Strider, the time limit and sense of dread and pressure from Majora’s Mask and all the roguelikes elements of games such as Spelunky or The Binding of Isaac. We also took a lot of core concepts from The Kybalion and The Zohar, so you’ll be able to spot a lot of cues and references to those works.

You have limited time, or the dawn or nightfall will kill you

You have limited time, or the dawn or nightfall will kill you

The two brothers Joachim (the sun god) and Boaz (the moon goddess) need to kill each other for all eternity to keep the cycle running. Will you be able to break their tragic fate?

The two brothers Joachim (the sun god) and Boaz (the moon goddess) need to kill each other for all eternity to keep the cycle running. Will you be able to break their tragic fate?


Joachim has an arsenal of weapons and sub weapons.

Joachim has an arsenal of weapons and sub weapons.

We designed the weapons to be all different and fun to use and change. Some are more traditional styled swords or spell books, but you may find some crazy ones too…

From Thunder swords to Plant swords

Her basic attack is very quick, and you can charge it to release a deadly strike!

Her basic attack is very quick, and you can charge it to release a deadly strike!

There are also a lot of different spells, which act as projectile weapons. With these you can shoot your enemies to your heart content until they turn into dust.

From Ice spells to magic force fields!

Lots of items and treasures to collect. These add different status effects, buffs and debuffs to your character. They can range from very basic stat bonuses to unique and powerful new abilities. They also stack, so as long as you keep looting, you’ll become an unstoppable killing machine.

Invoke powerful Tarot cards

All the enemies and characters of the game represent a tarot card

Unleash your inner sun or moon deity!

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Weekly Update (First One)


So, let’s get started, in this week update, I’m going to introduce you guys to the team and what we are developing right now, and what we expect to have early this year.

I’m going to start with me, I’m the lead programmer of Fat Panda Games, a small indie game studio located in México, we already have a game on Steam called Flat Kingdom and another one in development called Lobo With Shotguns, but right now we are focusing in one little and ambitious project: Twin Flames.

So what's going on with Twin Flames? Well, I’m going to be writing every week to fill you guys with the updates, we want to create a community and share with you our progress so you can give us feedback and help us improve, so let’s get started!

Twin Flames is an action 2D Platformer with Rogue-Like elements, this means the levels, items, weapons, and stats will work pretty much as Binding of Isaac or Rogue Legacy.

Making procedural worlds

Twin Flames - Map

This was one of the main tasks of the last weeks of December. So we already had a simple and horizontal line of level connections, if the player entered a left exit, he would appear on a right door on the next room, but we wanted something more complex, more like Rogue Legacy, where each time you entered the level, the game will generate a procedural map of worlds, where you can go, up, down, left and right and have treasure rooms. So how did we do it?

Basically we had a number of rooms that had different sizes and different door heights and stuff, so we took some time to standardize all of them in room units (1x1, 2x1, 2x2, etc) and create all the different variations with the exit/enter doors. But we will talk more about this on an upcoming blog entry on how we managed to do this in the simplest way.

Playing with lights and bumped normals on pixel art

On the other hand, we have been very busy trying to find the perfect solution for dynamic 2D lights using bumped images in Unity. Since the game is about the Day and Night, the Sun God versus the Moon Goddess, we wanted to play with this concept in the world, and have dynamic lights in the background, the player, some objects and so on. I have tried some techniques using Sprite Illuminator and Sprite D Light, and actually want to make a blog entry about the similarities/differences between the 2 softwares. But right now, we are still very green on this subject so let’s see how objects on the world could look like with dynamic lights:

Drawing the level map with nomenclature

Between making the procedural worlds and programming some new enemies, we also took some time this week to implement a In-Level Map which shows you the map as you reveal it, much like a Castlevania game. We added some markers to show where you are, where is a treasure room or a branch room (usually it will have some random item or weapon).

Twin Flames - The Map

Making some experiments with “Vertical layering music”

Twin Flames - Audio MixerTwin Flames - Audio Mixer

So back in the day when we were developing our first game Flat Kingdom, we wanted the music to be dynamic, this means, when an enemy appears on the screen (for example) you would hear some drums or some interesting music, but at the time we did not have the time or the experience, so the music was just background music and some ambient sounds that we implemented on the game. But this is another story, and we really want to try this out with Twin Flames using Unity 5 AudioMixer and the basics of Vertical Layering Music on videogames.

Art advances: Joachim God Mode and New Enemies

These last weeks we also advanced in Joachim’s God Mode (Berserker Mode), basically when you make a good combo you will increase your god mode bar, much like the Devil Trigger in Devil May Cry, so in this state, Joachim will have all the stats on steroids (Attack, Defense, Velocity, etc) and he won’t flinch when attacked by an enemy, so you can keep on swinging that sword and dealing massive damage.

Some animations here:

Also we are also creating new enemies, we felt the need of a simpler enemy, a minion which only purpose is to be in your way, easy to kill, but satisfying.

And we also added these 2 new enemies, one is more colossal and the other one is another version of our shooting enemy (horizontal shot).

Basically, we are working very hard to give you guys a great game, packed with tons of action, unique experience each time you play it and tons of Items, weapons, spells and player stats. This is an ambitious project for us and we want to have a demo as soon as possible so you guys can comment and give us feedback about our progress.

Until the next weekly update! Have a great start of the year everyone!

If you guys have any questions on the development of Twin Flames please use our AskFM profile so we can answer them!

askFM: ask.fm/FatPandaGames

If you like the game, please stay tuned on our social channels:

The future of Twin Flames

The future of Twin Flames


At the end of 2016, Fat Panda Games launched a Kickstarter about a rogue like game called: Twin Flames. Let’s address the big elephant in the room...

5 Days left on our Kickstarter Campaign!

5 Days left on our Kickstarter Campaign!


We’re very happy and excited! We’ve received a lot of support from you guys! Now there are only 12 days left for the Kickstarter! We can still reach...

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Twin Flames
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RT @FatPandaGames: Support to beat the bosses of Twin Flames. This are the 5 last days of Kickstarter Campaign.bit.ly.… T.co

Dec 14 2016

RT @FatPandaGames: Last 6 days of the kickstarter! Time to support! Youtu.be #kickstarter #indiegame #indiedev T.co

Dec 13 2016

RT @FatPandaGames: Thanks to all supporters!

Dec 12 2016

Twin flames 3 minutes Youtu.be #kickstarter #steam #indiedev #indiegame

Dec 10 2016

The last 9 days of the KICKSTARTER! Kck.st Can Joachim beat those tricky platforms? #kickstarterT.co

Dec 10 2016

RT @Jumble_Devs: Check this cool new project by @FatPandaGames and show some love to it if you can, the art looks unique and charmin… T.co

Dec 9 2016

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