And a new update! This is going public Oct 14
But if you like to play the new demo already, you can pledge to me and get it now! With a bunch of other benefits!

patreon.com/posts/moo-pacman-2

More info about what is planned and more features, you can find in this post (patrons only though)

patreon.com/posts/56508206

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hey I made a new public post to my patreon!
patreon.com/posts/new-playable

I'm experimenting with movement here, so please give it a try and let me know what you think!

OK, had to make a purchase that wasn't planned and money will be tight this month.
If you want to help me out, consider buying my game here!
maxine-red.itch.io/selfdestroy

You also get a good fun game + supporting me!

Today's work:
Miniaturizing the tileset from yesterday and adding to it. Stuff is now 8x8 and I made a complete game mockup to see how colors work and also do some spacing work, etc
Not 100% sure how to progress from here, as I can do several things. We'll see

So, done some prototyping. Good thing I have older games, I can just adapt to new concepts (sometimes).
This is Amoozed, but I use a copy of it for prototyping.
I picked that game, because it's a sort of maze solver game and mazes are the base for this new game.

Difference is though, I don't want dead ends. So I played around with what I can do.

Looks like, simply removing dead ends (connect them to the maze) is pretty effective actually.
Here are some examples

So, work of two days together.
A lot was added, that won't fit here...
Highlights:
- UI and related things
- super attack, with drawback
- death sequence

I was thinking of adding another enemy, but it's enough and also today is my b-day

because file too large again, here the YouTube video

youtu.be/ScwqdS7ry6A

Another day, more progress.
Enemy drop items (pickup is wonky though, need to decide how to solve that)
Also you can charge up shots now, which do more damage. But you are less agile while charging.
You can also hold charge infinitely

YT video because file too large (900kB too large...)
youtube.com/watch?v=q2MeHC-wY7

Another day, more progress. Also I didn't ate while working on this for 5h, whoops....

Anyway, stuff to mention:
- mines won't be the only enemies, there will be more
- other means of interactions will be added
- more to explore and what those nodes mean!

So, did a bunch of work today, you can (somewhat) see here.
Mostly rooms have types now, also enemies. The mechanic for enemies don't work yet.
The filled room, is the boss arena. There is a healing spot planned before (think Moonlighter)

Think of them as a way to locate the boss chamber, but also to get some healing.

The nodes, you see in the middle of a room, will have special purposes

Other enemy types and battle mechanics will follow soon

So, some update again. I changed a bunch in the meantime!
Movement is now smoother and allows for more action.
Doors are removed and replaced with beams.
Not sure about combat, but I have some plans!

Beams are supposed to lock you into rooms.

Little bit more update. Didn't get much done today, but I think it's significant.

This time with sound!
Melee attacks will damage everything one tile next to the facing direction. Likely doing a lot of damage, for the risk of being close.

Also reduced movement speed

Little bit of an update to the current game, I'm working on.

Movement is in, you can travel between rooms. Still lots of work left to do, but it's a good start

Did the forbidden draws.

Little bit of concept for the next game I wanna make. Currently it's just "Alex game"

This is a sketch of the laboratory area. I like it quite a bit already.

Also took inspiration from Sonic the Hedgehog (8-bit), as it's going to the same console. (Sega Master System)

OK, spent two hours on this and gonna say it's enough for today (didn't plan to do anything at all, so it's a win!)

Made level select for Moo game. She's happy for whatever level you pick!

What stuff means, I explain eventually.
It's also a little rough, but that I'm going to smooth out, once I put it in game.

So, worked roughly 40 minutes today. (Not including trying to compose a song and not getting far...)

Anyway, did some animations instead and a level complete screen.

After 4h of work today, all items are implemented. I gave moo two effects to visualize some states.

Also drew badges blueprints and made a goal sign, that marks the end of a map.

Before I put out a new demo, I want to get a few more things going.

Namely, level entry and level summarization stuff (how well you did in the level)

That would be all necessary stuff for levels themselves and I can concentrate on making a couple and other stuff around it

Did a very small amount of work, but important one.

Yesterday I saw that the floor tiles can be very straining on the eyes (due to jittering).
So I decided to redraw them and I like this more. It fits better and is less busy!

Currently I'm putting the user interface together (slowly)

Might show stuff later, but not sure.

Also adding some other little things, like score markers, for when you gain points

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