
Next up
Working on some game juice and the new "special" block
A few things: More visual feedback, randomized game over message, sound, and I did way more work on momentum. The player isn't using physics because I wanted it extremely deterministic, so I ended up hard coding a lot of the "momentum". Still neat.
Super cool new feature! 🧪
I had to make a tool to rapidly design levels, ended up creating a fairly intuitive level editing system, might ship it with the game as an actual feature.
I've been tinkering with a spherical Minecraft-like voxel toy. Makes me want to make a small game with this tech. More info below.
A prototype of my 3D collectathon concept. Very very early development. It's about being a 2D character in a 3D world. A strange blend of A Hat in Time/Banjo Kazooie/SM64, and Paper Mario.
I'm sick yet again so I'm doing a casual playthrough of Trail & Trade. I absolutely love this little fade animation I did, it's a shame it's so late game most won't see it. So here's a fun clip (spoilers)
Play it here for free: https://gamejolt.com/games/trail_and_trade/1008039
Macroquad's 3D is actually a lot more in depth than I thought, my first impressions are pretty good.
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
Working on a protagonist for a game concept. She doesn't have a name. I'm using split pixel art + puppet animation. Thoughts on a 3D collectathon with some Paper Mario elements?
3 sprite sheet (in a gif format) for my OC Kitsuneko Aiko. Mostly just art practice but maybe for my puzzle game (I'm not really an artist).











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