Next up
I have released a major update for my fish simulation/tycoon game FinLab! It includes a deep breeding system, a time of day, yearly calendar, holidays, and more. It's out now for free on WebGL!
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.
Incredibly rough proof of concept for a racing minigame (Chao garden-like). I'm prototyping seasonal minigames which may net you unique rewards. Breeding also matters a lot here, higher breeding level = faster fish. Made in about 2 hours.
I didn't like my game idea, so I decided to do some project necromancy. I'm remaking my non-euclidean minigolf game as a planetary gravity shifting full sized golf game. Working on fundamentals before working on the gravity. It's easier to make 2D first.
Steam Deck! Running on the LCD model but should run on the OLED just fine.
With my fake internet wiki, I added a joke fish called the "catfish". It's an early game variant of the foxfish unlocked with a semi-secret through the internet. It does count for 100%. This is something sick me at 2AM thought of.
I ended up really disliking my road trip game, so I'm experimenting some more. Cooked a quick A* implementation, it's such a pain to set up but it's much nicer than Unity NavMesh. (It mostly works :P)
Working on music and some background flair for my level in my game. In this level you explore underwater domes and glass pipes on the sea floor, with a neon bioluminescent aesthetic.
Actually got my A* working and optimized. It's not my first time coding A*, but it's still a really neat algorithm.
When an egg is active, it will be placed in the tank. You can get a ton of interesting colors based on your fish species!










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