When I first started working on Super Space Club, it was very clearly influenced by the art direction of Asteroids. Fast forward to today, and space has become quite a colorful place! #throwbackThursday #superspaceclub
Next up
This is Super Space Club — A top-down, minimal, endless gunner set in space where you dogfight to chill, lo-fi beats. Utilize dozens of combinations of characters, ships, and weapons to defend the galaxy! #pitchyagame #gamedev
Working on transitions for #superspaceclub! Happy #screenshotsaturday!
When things get hit, they now flash. Also, gotta love a chain explosion. #superspaceclub
The current state of the Super Space Club title screen. I'm almost positive it'll change again at some point, but this is where we're at! Got some nice background blur going on and very minimal UI.
I've FINALLY begun to implement abilities in Super Space Club. First up is the easiest one to make - the shield, which, you guessed it! Stops your ship from taking any damage. #superspaceclub #gamedev
New #profilepic who dis?
Continuing with Blender I wanted to make a single chunk of a grid and put some stuff in it, so I made a few rocks and some shrubby! From a game design perspective, I think it would be fun to just make a game entirely using chunks like this 😊
Working on a new weapon. It's a big boi, so it needs to have a big kickback! It's gonna be one you have to charge up though, so don't miss :P #superspaceclub #gamedev #indiedev
A minimal isometric house to continue my Blender journey! This one was especially hard for me because I had to figure out lighting as well as modelling. The modeling was fun, but lighting (and rendering!) was truly a lesson of patience.










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