Game
FinLab
17 days ago

I got my test fish racing scene hooked up to the normal tank scene. The game now holds onto your save data in memory and loads it on return (this works for non-signed in users too). You can choose a species, genes and markings apply. It's very unpolished.




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Spent a lot of time fixing bugs today. Turns out the trading bug from before was not fixed, but now it works. But this is (technically) a trail and trade spin off so I added this arcade-y -+ resource text on buildings. Pretty cool.

Sorry for the spam lol but one more thing, snow visuals are improved. Including a slight frosted glass effect and way more dense snow. Winters are very snowy in FinLab! Snowstorms can last days.

FinLab 1.1.0 (Time & Temp) is here! This update brings a more mechanically deep experience, changes to the core loop, some fixes/changes + some more fish and decor, there is a LOT so here is the full changelog below:

Been working on a lot of game feel, UI polish. And I got some feedback externally. It's so juicy and nice to play. The core loop is done, now I just need to add content and things

There's also going to be a few new decor objects and a few new fish in this update! Probably won't go overboard but I still have some ideas.

Doing this silly feature to go along with my Y2K aesthetic. I'm making a fake internet for the game that also serves as an in-universe guide. The writing is terrible, I binged this feature in like 2 hours with the stomach flu.

Working on some game juice and the new "special" block

I have built some new stuff. Tiles now have yields (civ style), tech tree got a visual pass, and now you can see a heads up on what's being sent/taken/produced.

By winning races, you will earn a new currency called sea dollars. You can spend this currency to unlock a random novelty duck (no duplicates). These are new decor items that count to 100%

Working on the procedural techs, you might end up with smaller tech trees or these giant tech trees, or somewhere in between.