Hey hello do you have a discord where I can reach you out?
LynnBoass
Creator of
Recent community posts
Hi everyone! I'm the developer of ToWhere? We're currently working on the multiplayer of the game and we want to make it "P2P", so the players could play with each other without the centralized server. If someone here will give me some tips how to implement it in Godot I'll be really grateful, because I'm struggling with it already for a week. I'm gonna try Noray plugin for it. Thanks in advance for any guidance!
Feel free to reach out on Discord if you feel like #Lynnboass
Hey we just updated our ToWhere? build, feel free to play it
- New Feature: Added wings that allow the player to perform a double jump.
- Bug Fixes: Resolved several issues to improve stability.
- World Interaction: Some background elements (like barrels) are now interactable.
- Tutorial Improvements: Refined the starting area and tutorial; introduced the keys and chains mechanic.
- Player Feedback: Implemented requested changes to enhance the experience:
- Quickslots can now be clicked.
- Double jump adjusted to reduce unwanted falls and make climbing more enjoyable.
- Cutscenes no longer trigger if the player is mid-air.
- Audio: Added new sound effects for extra immersion.

Devlog – Build Update Towhere?
Date: August 3, 2025
Here are the changes and improvements introduced in the latest build:
Fixes and Improvements
-
Fixed various bugs affecting game stability
-
Optimized the performance of the pipe systems
-
Improved clarity of unclickable quickslots
-
Made the drag and drop functionality in the shop smoother
-
Reduced the speed of magnetized item drops so they no longer clip into textures
New Features and Content
6. The player now starts with 500 money
7. Added a crown item to the game
8. Enhanced the background visuals for a more immersive experience
9. Replaced the tutorial feather GIF with a clearer animation
10. Added visible numbering to the quickslots for better usability
Thank you for playing and supporting the development. Let us know if you encounter any issues or have feedback.
Project Title: ToWhere?
Engine: Godot
Project Status: Demo just released – early phase, non-commercial
Team Size: 2
Genre: Climbing sandbox, pixel-art adventure
Platform: PC
About the project:
We're building ToWhere? – a narrative climbing sandbox game where you build a vertical tower, automate resource flow, and try to uncover the mysteries floating above the clouds.
No combat or timers — focus is on traversal, building, and atmosphere
Roughly 2–3 hours of content in the current demo (but you can play as much as you want obviously)
Entirely handcrafted pixel art
Made in Godot
Looking for:
Playtesters willing to give short feedback (vibe, clarity of mechanics, pacing, bugs). Brutal honesty welcome.
Try the demo:
👉 https://lynnboass.itch.io/towhere
If you're down to playtest, feel free to reply or join our Discord (linked on the page)
Thanks a lot 🙏
Project Title: ToWhere?
Engine: Godot
Project Status: Demo just released – early phase, non-commercial
Team Size: 2
Genre: Climbing sandbox, pixel-art adventure
Platform: PC 
About the project:
We're building ToWhere? – a narrative climbing sandbox game where you build a vertical tower, automate resource flow, and try to uncover the mysteries floating above the clouds.
No combat or timers — focus is on traversal, building, and atmosphere
Roughly 2–3 hours of content in the current demo (but you can play as much as you want obviously)
Entirely handcrafted pixel art
Made in Godot
Looking for:
Playtesters willing to give short feedback (vibe, clarity of mechanics, pacing, bugs). Brutal honesty welcome.
Try the demo:
👉 https://lynnboass.itch.io/towhere
If you're down to playtest, feel free to reply or join our Discord (linked on the page)
Thanks a lot 🙏
The game is amazing—a killer mix of Bucket Roulette and Balatro! Super cool, even if I haven’t quite figured out the objective (pretty sure that’s on me). The early rounds especially also feel pretty randomly dependent for success, but again, I’m probably just missing the bigger-picture goal.
Not criticizing at ALL though—I’ve already played for an hour and a half and I’m obsessed. Keep developing this; it’s phenomenal!
After a few months of working nights and climbing our way through Godot’s node jungle like desperate monks, we finally dropped the demo of our climbing sandbox adventure game.
You build a tower, automate resource delivery from the top back to the base, and eventually enter a mysterious portal in the sky. And yeah, the lore gets weird.
We’re mixing: sandbox construction, platformingl, automation and celestial mystery
The demo lasts 2–3 hours
We’d love feedback on mechanics, pacing, vibes, or whatever you yelled at your screen.

Hi everyone!
We just released the demo of our game Towhere, a climbing sandbox adventure made in Godot.
You build vertically, automate resource collection (yes, including angel eggs), and eventually find out what's hiding in the sky.
🧱 Features:
-
Build your own tower, block by block
-
Automate systems to bring resources back to the base
-
Discover strange lore and celestial phenomena
-
Pixel art visuals & 2–3 hour gameplay loop
We're currently in active development — it's just the two of us — and this is our first public demo.
We’d love your feedback on:
-
Which mechanics felt fun or clunky?
-
Did you enjoy the traversal and construction flow?
-
Did anything confuse or frustrate you early on?
-
Does the weird narrative tone land or feel out of place?
💬 Or feel free to reply right here or leave a comment on the Itch page!
Thanks a lot for taking the time — any feedback, even brutal honesty, is welcome 🙏
Really cool! I know it’s meant for mobile, but it would be great to have a PC version too. The chessboard feels a bit oversized, and the palette version is a bit flashy — though I totally get the creative direction behind it. Overall, the design is awesome. Major kudos to the level designer — my brain feels way more awake after playing this!
This is a fun game! I did struggle a bit with the part where you have to repeatedly press the spacebar to break things — it felt a little too frantic. Maybe holding the button instead could make it feel smoother. Also, the babysitter sneaks up really quickly and suddenly, which made the button-mashing feel a bit off, especially considering the more eerie, moody vibe of the audio. Just a personal thought, though — the game is clearly well-made and enjoyable. Great job!
I'm looking for a programmer to collaborate on an indie project inspired by classic Tamagotchi, with 2D pixel art graphics. The game features a modular creature system with individually animated body parts and a unique audio mechanic that I would like to develop and discuss with anyone interested, please be free to dm in private, thank you so much! Please reach me out on discord if interested at lynnboass

Hi, I'm a Level Design instructor in Rome. With some free time on my hands, I'd like to find interesting projects to participate in, assembling levels and so on. The more unique the project, the happier I usually am. Feel free to DM me on Discord [lynnboass], and thanks to anyone who wants to chat even just a bit! :)




