Mimicry is Live on Steam!!!!!!!!!!!!!!!!!

Mimicry is officially live on Steam!!!

It’s on sale for a week at $4.50

You can purchase it here!

I hope some of you get to try it out and enjoy it.

My first full game is officially out!

Use a gamepad preferably.

Thanks to everyone that got me here.

Update: To backout in the home menus, press “Backspace” on PC or “Delete” on MAC. Gamepad controllers is my preferred way to play

Canine Chaos #GMTK2020

My friend Kaoklai and I took part in the 48 hour GMTK 2020 Game Jam, and we’re both tired. The jam’s theme this year was “Out of Control.” Rather than make the obvious virus-related game, we wanted to try to put some smiles on faces, so we made a game about trying to keep control of walking 4 dogs at once.

This is a real life struggle for me.

If you like Wario-Ware games, dogs, want a challenge, or also suck at games, give it a try. We did what we could in 2 days while having our own lives.

Try to see if you can finish your walk with ALL 4 dogs in our game, Canine Chaos.
Enjoy!

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Finally!

When I was a little boy, I knew I wanted to be a game designer more than anything. I lost count of how many times I failed, had educators put me down, and had friends say I’m delusional. I spent most of my adult life not accepting to move on to “something else.” I was starting to think that there was something wrong with me. I felt like a loser and fell rock bottom a few times. I felt like I had nothing left at one point, but I never quit.

I worked damn hard.

Two weeks ago,  I released my first mobile game (Hot Dog Classic), and just last week something amazing happened. I started my very first day as a professional game designer.

Finally.

It took me so long to reach this point, but it happened. One of my main goals is now accomplished, but this is only the beginning. I’ve got massive plans for myself. To everyone that’s been supportive, thank you. Thank you so much.

I wanted to share how things led to this. I squeezed myself into a presentation that I wasn’t advertised for, put my heart into it, prepped for a month, invited everyone I knew, and treated it like a massive job interview. Some important people were there who approached me after for days. I was then told that I was first in line for a new game design position. I spent the next three months working 11 hours days to study multiple tools, stayed hungry, and waited.

Don’t give up. Ever.

Photo taken with Focos

Hot Dog Classic launches on Google Play

My first ever mobile game is out today on the Google Play Store!!!!! Please support and share by downloading HOT DOG CLASSIC!!! It’s a simple hot dog eating contest button masher you can play with another person while waiting in lines at the DMV, for a roller coaster, while getting a pedicure, or even while waiting for your actual hot dogs to grill. iPhone and iPad users, hang tight. Currently it’s only available on Android. Hope you all support! Thanks!

A big thank you to Jason Smith for helping with brainstorming on characters and for supplying all this awesome art. hdc

https://play.google.com/store/apps/details…

Noodle Nightmare Tonight!

Today marks 2 years since the birth of Anxiety Monster. To briefly tell the story again, in 2017 I was working on a game with my talented friend Allyssa De La Torre for the Indiecade Resist Jam. We needed a team name to submit our game. Anxiety Monster came to me and it just made perfect sense, considering the topics I want to eventually discuss in games. It only made sense to publish a short game I was developing with Allyssa on this occasion. It’s a game about eating Ramen. Yep!

Noodle Nightmare Tonight is a ramen eating challenge game. Race a rival to see who can eat a bowl of ramen fastest. This game is a 2-player only mini-game.

Some things still need to be worked on, but the majority of the experience is there. I’ll eventually add original sound and music, as well as a brief tutorial. Please Enjoy!

https://anxiety-monster.itch.io/noodlenightmaretonight

Mighty Switch Force Hyper Drive Edition: Level Design Analysis.

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Incident 1 opens with a cutscene that says so much in a very brief amount of time. A crashed police vehicle creates an opportunity for criminals to escape. One criminal summons a bunch of monsters and then laughs. This opening teaches us our objective, who the bad guys are, the narrative, and who our hero is, giving us our motivation. It’s simple but very effective.
Tied together with the character’s cry “Stop! In the name of the Law!” gives the player
their goal for the entire game, catch these baddies.

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The first level, called Incident 1 begins. A lot is taught by simply looking at the interface without even moving the character. We have a timer, 5 outlines for the escaped convicts, three hearts likely for health, an icon pointing towards the direction of the criminals, and three blocks underneath the player, with one being transparent.

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When the level starts, the character has a brief animation where she rolls from the left side of the screen. This is one of the few cues the player has to guide them in the correct direction. Additionally, she faces the right, and we see the escaped convict’s icon pointing towards the right as well. Lastly, if the player moves to the left, there’s nothing to explore. Without ever having played a 2D platformer, the player will very likely know which direction to go with these cues.

If the player experiments with the 4 face buttons on the WiiU Gamepad, they can teach themselves what the game’s core mechanics are; jumping, shooting, and switching. Jumping and shooting will be acted out by the character’s animation, but what about switching? At the start of the level, there are three blocks noticeably underneath the surface the character stands on. The centered block is transparent, and by pressing the A button, the solid and transparent blocks trade places. All solid blocks become transparent and vice versa. Additionally, there is a blue flash that appears from the character’s helmet and a mechanical movement sound to correspond with the action. This teaches the player the switching mechanic in a safe space. Once the player runs to the right, they will continue to see a couple more block sets underneath the surface that can be switched as well. Above the third set of switchable blocks, we see our first escaped convict. She is high above and offers us our first platforming challenge. There are three platforms that we must jump on before regaining convict number 1. The first platform stands above a pit of spikes. There are small gaps on the left and right side of the platform that can cause the player to fall into the spikes and die. If this happens, the players loses one heart, giving room for some error without a lot of pressure. The challenge is very small since the jump arc covers much more space than the gap. The second platform is small, and offers the player the first enemy to shoot. The third platform takes our character right into the first baddie. Shooting her doesn’t work, so we must walk up to her. As soon as she is collected, the main character says “Gotcha” and the screen displays the icon for the next character, pointing to the right.

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Here the player will encounter two more enemies blocking the path. This provides a brief shooting challenge, followed by the first switching challenge. Shooting the enemies can commonly release an extra heart in case the player died before.

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The second criminal sits on a platform that can’t be reached with jumping. There are a set of three switchable blocks, followed by another set of three switchable blocks. They are opposite to each other, so if the top set is solid, the bottom set is transparent. In between both sets of blocks, there is enough space for the player to stand. Making the top transparent allows the player to fall through, and then must make the bottom set transparent, landing the character on top of a cute dog-disguised-checkpoint.

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Understanding how the switching mechanic works, the player must now jump towards the second criminal by switching a block mid air, becoming a solid surface to land on. If the player accidentally switches the transparent block into a solid, while the character’s hit box collides with it, they will lose a heart, and have to start over from the checkpoint.


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Heading towards the third criminal introduces the player to the bomb enemies. With a shot, they stumble momentarily and then explode. A few more enemies, another checkpoint, and now the player has reached the next main switching challenge. Six switchable blocks serve as a bridge over a pit of spikes. The two left and two right blocks are solid, while the two centered blocks are transparent. The player must switch the blocks mid jump two times in this challenge; once to the reach the centered blocks, and once more to reach the right blocks. This is followed by a slightly bigger challenge. A much longer pit of spikes must now be jumped over with separated switchable blocks. There is a gap, 2 solid blocks on the left, another gap, a single transparent block in the center, another gap, 2 solid blocks on the right, and a final gap. The same solution can be applied here. There is one final transparent block above a spike pit, however the gap for this jump is slightly longer.

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This culminates with another checkpoint. The third criminal stands on a high platform that must be reached by jumping on two switchable blocks. This sequence exists to further challenge the player’s grasp on the switching mechanic.


An icon point upright towards the closest criminal, but at the moment this is unreachable. The player must move rightwards where the next icon points. A group of flying and bomb enemies stand in your way without putting up much of a fight. Two columns of 5 stacked solid blocks stands in the way, turning them transparent and walking through will reveal two more columns of 4 stacked solid blocks, then two columns of 3, then 2, and finally 1.

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After this, the player cannot go further right and must jump on these switchable blocks starting with the single ones, jumping and switching mid air to jump onto the column of 2, and so on, until reaching column of 5. Here the player will reach the 4th criminal.

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Trekking up left now where the icon points, will give the player a few more baddies to shoot while jumping on small platforms, serving as a final test for shooting. Since the main mechanic of the game is switching, this shooting challenge isn’t much to stress about. Shooting becomes more a tool in later levels. A final switchable block challenge that remains operates the same as the previous challenges prior to collecting a criminal. The 5th one is now collected and a robot vehicle arrives right in front of the character, opening his chest, and pointing at it. Jumping in concludes the level.

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Incident 1 manages to teach a large portion of the main mechanics in its first moments. The player learns how switching, jumping, and shooting works in a safe environment, how the enemies behave, and how to defeat them, all while having a clear narrative to motivate your actions.

A Game a Day Recap

When I first thought about tackling this challenge, I think I was a different person. I was negative and a prisoner to my depression. Sure, I wanted to devote this blog series to mental health awareness, and yes I love making games so I was expecting to have fun, but I had ulterior motives that I was blind to.

I was jealous and angry.

I didn’t know this going in until an incident on June 10th. I was upset with my stage in life, where I was career-wise, how overlooked I was at work, and how artists in my personal life didn’t take me serious. I wanted to show them what I was made of. I originally thought I’d prove my job that I was a worthy contender for a junior or associate game designer role, and I wanted the artists that I worked personally with to want to work with me even more. Deep down, and I didn’t realize this, I was letting my depression defeat me. It made me angry. I was viewing my self-worth as something only that job or those artists could give me. So, I worked extremely hard the first week and a half, losing an incredible amount of sleep to impress. I wanted validation. I didn’t know this, but that’s what I wanted most.

I was sleeping 2 hours a night for the first 10 days in order to finish a playable project, add art, sound, write the blog post, even make a video for non-readers, and finally I’d share on social media. I chose to neglect my health. I avoided the gym and I’d stuff myself with fast food. On the 10th day, I had maybe totaled 20 hours of sleep (I should have been at 80 hours), and I was out of my mind. I was obsessed with page views for my validation. My closest friend saw this and then realized how much of a mess I became. This friend stopped being my friend that day and left me to sit in the shit prison I made for myself. I lied to my friend prior to this project, and I lied to myself. I said I was doing it for awareness and for myself, to simply see if I could.

The day after, I decided to react. I got up, I bought a ton of vegetables, I grabbed my gym clothes, and I started a fitness plan. My depression had possessed me to push away the closest people in my life. It’s made me into a monster. I never do anything evil or criminal, but I’m a pain to be around. I decided to put my foot down and focus on my health. You are what you eat, so if my body is only taking in healthy foods, I’ll feel healthy. If I work out constantly, I’ll feel happier. If I sleep more, I won’t become the monster I’ve become in the past. I also decided to put my blog series in distant 2nd. I did always try to make a game a day, but rather than devoting 8-10 hours and no sleep to a project, I’d use 1-2. Often, I wouldn’t have art and sound, or I’d submit unfinished games. My blog entries all focused on my daily health accomplishments. And today, July 5th, I can say that my mission is working. I’ve lost 23 lbs, feel better, look better, and I got new glasses. I’m cooking more, making healthy meals for my family, and spending more time with my puppies. I’m trying my best to finally get rid of my depression, and in the process I’m creating the self-worth I lacked all along.

Shortly after doing this, I remembered what my blog series was supposed to be about. I was devoted to trying to challenge myself, learn new things, and have fun, while also making my happiness the number 1 priority. I mentioned this in every post. I want anyone who may come across the blog to understand how important mental health is. In the end, I was happy making games and I used the majority of my words to speak about mental health. I ended up doing what I should’ve been doing. I let go of the pain that I allowed my job or artists to give me, and I have been fighting as hard as I can to forever feel better.

I would consider it a success in that case. Maybe soon, “Anxiety Monster” will only be a name. I hope so.

Thank you all for reading. Please take care of yourselves. If you know anyone suffering from depression, know they can be helped. They can beat it. Sometimes you may not feel really helpful, but a simple “I’m here for you” goes a long way.

To any young designers out there battling depression, you CAN succeed. Keep making game after game until you get better. If you have questions, contact me. I’ll respond. I know the feeling. Things can feel overwhelming and impossible, but I know you can get through it like I’m doing.

Good Luck,
Edwin

A Game a Day: Final Day

Day 30 and Final Day

I spent the day devoted to my health and my happiness, but I managed to squeeze some time to make a game. I had plans to make something big, but I’d rather devote more time to that, without feeling the pressure of completing it tonight. Pressure isn’t always good. I have some great plans for July, so look for the games I’ll post then. Today, I ran with my puppies at the park, made breakfast and lunch for family, worked on the game, and I’m about to hit the gym and then celebrate the month. I saw a udemy tutorial about a skiing game. I gave it one glance and I felt I could try it out. I did manage to reproduce it within about an hour and a half. The game can be played with your mouse or even on a mobile device.

You have to drag your character (blue square) right and left to avoid obstacles as you ski down a mountain. You’re simply trying to gain a high score. The longer you last, the higher the score. The only difference my game has from the tutorial on udemy is that I’m lacking art.

That was the final project, but expect fully functional games WITH art in the coming weeks. I’m excited to reveal some projects that I hope you all play and maybe even download on your mobile devices. Please look forward to tomorrow for a recap of the A Game a Day project. It’s been a massive learning experience.

Thanks for reading these last 30 days.

Total time developing: 1.5 hours.

A Game a Day: Day 29

Day 29

Today I made a Flappy Bird clone. I honestly always wanted to, so I can check that off. I found an easy to follow tutorial on how to create one with art even provided. The game works well, although it can use some collision tuning. For those that never played Flappy Bird on a mobile device, the game is about tapping on a screen to keep your character in the air as long as possible while avoiding obstacles. In college, a lot of us would compete for high scores. I’d love to expand on this maybe at some point.

As for the rest of my day, I did a great job. My health was number 1 priority as always. I woke up and went for a 30 minute run. Then, I made breakfast for my family, went to therapy, got my new pairs of glasses, made my sister some sushi for lunch, went to see Incredibles 2, cooked chicken fajita burritos for my family, made my juice for the next two days, and ran for another hour. I’m spent! I’m only up late because I wanted to finish my game. Tomorrow is the LAST day of A Game a Day after all. I’ll do my best to end with a bang. But remember, HEALTH COMES FIRST.

Additionally, today is day 20 of my health/fitness program. I’m happy to announce that I’ve lost 20 lbs. I feel a lot better mentally and physically.

See you all tomorrow for the final A Game a Day blog posting.

Total Time Developing: 1.5 hours.

A Game a Day: Day 28

Today I worked on another Udemy tutorial with my free time. I actually had a lot of downtime at work so I figured I’d tackle something. I didn’t even watch the tutorial. I saw the final game and decided to just try to make it on my own. I did. The only thing that doesn’t match is that the creator has nice art, and a title screen. I wanted to solely focus on making the game. I was successful.

In this game, you’ll see a big red circle and big blue circle. Additionally, you’ll see small red, blue, and purples circles falling in the top center. You have to drag the falling objects to their rightful color. For example, when the small red circle falls, you must drag it to the big red circle. If you miss, you lose. The purple ones will make you lose points, so be careful there. The goal is to see how high your score can be. You drag the falling circles with either your mouse of finger (if you’re using a mobile device).

It’s pretty early, but I’ve got a lot planned today. There’s an event with my coworkers. We’re all going bowling, getting out early, and then I’m going to an indie all-women wrestling event in Southgate. I hope I can squeeze in some gym time. I’m feeling pretty good right now since I’ve been drinking a lot of green juice and I ran at the park as soon I woke up. That’s 4 days straight. Additionally, this is my 19th day working out and juice fasting, and I’ve dropped 19 lbs. I can’t wait to see 20 lbs hopefully tomorrow.

Again, thanks for reading. Check in tomorrow for another game.

Total Time Developing: 1.5 hours

A Game a Day: Day 27

Day 27

Today I focused on my health again. I ran in the park for some fasted cardio, I bought my veggies, completed my Japanese audio lesson, went to work, hit the gym during the lunch, back to work, made my juice for the next two days, and hit the gym hard one last time. I had very little extra time to spare, but I managed to do another Udemy tutorial to make a physics based blocks game.

The game looked colorful so I wanted to try it out. The rules are simple. You can either click anywhere on the screen (or tap via a mobile device) to create colorful blocks and earn points within 5 seconds. There are only 5 different colored blocks that spawn. Afterwards, the timer restarts, and a message appears to click a specific colored block, destroying it, and earning additional points. The game is actually only ten seconds long. Afterwards, it simply restarts.

Thanks for reading, and I’ll do my best to complete something tomorrow, although I have a very eventful day and night.

Total Time Developing: 1.5 hours.

A Game a Day: Day 25

Day 25

Today I won’t be submitting something, but I did get some cool work done. I was collaborating with my friend Allyssa, who was the artist for my first game. I developed a demo back in January for a game I also managed to make in a day. She was on board to be the artist for it. Today she sent some images and videos and it is looking pretty awesome. I did some editing to the controls, worked on a few bugs that I had ignored before, and helped write the menu screen. I’m going to be quiet about this game for now, but I expect to show it soon. I think it’ll be done a little bit after this blog series is over. I can’t wait to show it.

Today, I managed to once again focus on my health. I got a good night’s rest, woke up early, bought my veggies, went to the park and ran (yeah, I actually ran at 7am!), did my Japanese audio lesson, worked, went to the gym during lunch, back to work, made my juice for the next two days, and hit the gym again. Today I burned roughly 1600 alone on cardio and I feel really good and relaxed. Today is Day 16 of my workout program/juice fast and I’ve lost 15 lbs. It’s a bit freaky, but I’m happy.

Thanks for reading again. I hope to have something to show tomorrow. If not, I’ll definitely be working on a game.

A Game a Day: Day 24

Day 24

Today I woke up really early and got so much done before heading to work at 8:30. I worked out, did my Japanese audio lesson, drank some green juice, and completed a demo for the game that I wrote yesterday. It took only about an hour and half. I’m relieved that I managed to do so considering that I have a busy night tonight.

The game doesn’t have an official title, I simply called it Cleaner Racing Demo. The game is a multiplayer game where players try to clean more of the map than their opponents by driving over it. I wish I was an artist because I wanted to use sprites that represented maybe a mop or broom, or anything that fit the theme. This demo just showcases the mechanics I shared yesterday.

The first player moves with WASD, while the second player moves with the Arrow Keys. W and the Up arrow key work as acceleration, S and Down work as break and reverse, and A, D, Left, and Right arrow keys work as steering.

Thanks for reading! Feel free to stop by tomorrow and see if I managed to complete a game with my extremely low amount of spare time.

A Game a Day: Day 20

Day 20

Today I posted my 19th game for this challenge. Once again it lacks art and sound since it’s a result of a massive time constraint. I did manage to get something done however. I prioritized my mental and physical health by focusing on my healthy eating and exercise (Down 10.5 lbs baby!!!). I creatively utilized some downtime at work to create today’s game (shh don’t tell on me). The result is something I called Catch-a-thon.

I drew a few steps on a sheet of paper prior to my lunch break, and it ended up working out how I planned. It’s simple. Enemies ‘come at you bro’ from the top, left, and right. If you get hit by any of them once, you lose. How do you defend yourself? You throw these wannabe pokeball objects at them that catch them, then they fade away. So basically you’re trying to see how many of these enemies you can catch within 30 seconds.

The controls are easy. You have to hold down one of the arrow keys (up, left, or right) as well as tap the Space bar to shoot out a pokeball object. I hope to expand on it and include some nice art. I think it could potentially be a nice fun pokemon fan game. Fingers crossed.

Thanks for reading again. See ya tomorrow for surely another time constraint game.

Time Spent Developing: 2 hours.

A Game a Day: Day 19

Day 19

Today I went to work, headed to the grocery store to buy my veggies, made my green juice for the next two days, and headed to the gym where I challenged myself harder than before. I came home and decided to use the small amount of time to make a simple button mashing tennis-style game without art. I knew I could make it, but I wanted to see if I could squeeze it in with the little time I had. It’s such a simple game and very easy to make. I almost feel like teaching young kids how to make something like this.

In the game, there are two players, each only need to be concerned with pressing one button. For now, the buttons may seem unfair. However, this is a simple demo. There is a ball that bounces between both players (A blue and a pink player). Each player must click their button as the ball approaches them. For player 1, they must press the Space bar, and player 2 must press the down-arrow key. If they fail to press the button on time, they lose. Also, every time that each player manages to bounce the ball back, the ball’s speed increases my 20 pixels per second. The game becomes very hectic very fast.

I haven’t posted it yet since the itch.io site is down for the night. I’ll have to post it tomorrow at some point.

Once again, thanks for reading! Swing by tomorrow for hopefully another game. I hope to dive deeper into a game this weekend.

Time spent developing: 1.5 hours.

A Game a Day: Day18

Day 18

Once again I made the call to prioritize my health. I’m choosing dieting, exercise, and sleep over a long and grueling project. I did explore last night’s project a bit more and gave it a twist. I took the scrolling screen racer, based on the arcade game Speed Racer, and put a color-based twist on it. It doesn’t have a name and it is very much a demo, but it is totally playable. Inspired by one of my favorite games, Ikaruga, I played with the idea of flipping between two colors as you race through a track. You’ve got 60 seconds on the road to collect as many colored dots that appear on screen. There are either green dots or blue dots, and with the click of a button, you can swap to either of those colors. You must be green to collect the green dots, and you must be blue to collect the blue dots. If you’re collecting the wrong colored dots, you lose all your speed and lose points. The game is simple and could use a lot of work, art, and juice. I only provided a tiny bit of art assets from my original game Colors Crossed. Thanks for reading, and hopefully I’ll see you tomorrow with another project.

Total Development Time: 2.5 hours.

A Game a Day: Day 17

Day 17

Again, I chose to prioritize my health and devoted my spare time to making a green juice for the next two days and to the gym, where I ran for an hour. I never mentioned, but after a rough event that took place last weekend, I decided to take control of my life. I decided to do a juice fast for a short while. I’ve done this before and it greatly affected my mental health. I remember feeling like my anxiety and depression were cured. I want that again. To share some progress, I’ve been feeling more in control of my mind, and I’ve lost 7 lbs in 7 days. Physically, I’m feeling better than I have in months. Ok, I made a game, too. What did I make?

I didn’t finish what I wanted to do, but I made a racer demo. I followed a tutorial based from the LA based game development school, Gamegen. The tutorial tries to recreate the classic arcade game, Speed Race. The game is basically done, but lacks art. I’d like to explore it with a twist for a future project for A Game a Day. For now, it’s simple. You move with the arrow keys, and hold space for gas. I’m using a red square for the player, and blue squares for the rival cars. I have a few ideas on how to add a twist on this. I look forward to tomorrow. For now, I’ll say goodnight. Thanks for reading again!

 

A Game a Day: Day 16

Day 16

I once again focused on my mental health and chose healthy eating and exercise over my A Game a Day project. After all, this blog is designed to spread the word on mental health awareness. Prioritizing my mental health while on this journey is a must! In the first week, I was almost willing to sacrifice my health for the sake of producing more quality games, but it wasn’t worth the way I felt about myself. Now, I’m trying to be the best possible version of myself daily, putting my happiness first.

I want to forever destroy my depression. I don’t want to look back. I want to be like my infectious and positive old self. I believe I can. I spent the day with family, went on a hike, saw a waterfall, watched a terrible WWE event, and then ran at the gym for an hour. Afterwords, I managed to complete an educational game tutorial from Udemy.

The game is simple. Try to click as many correct answers as possible within 30 seconds. As soon as you click either the right or wrong answer, the next addition problem will display. That’s all there is too it.

Again, thank you all for reading. I’ll see you tomorrow as I try to make something new.

Total Time Developing: 1.5 hours

A Game a Day: Day 14

Day 14

Today’s post will be fast. This Friday was jam packed. I went to work, got home around 7:50, went straight to the gym, workout and ran for an hour, then I came straight to work on a game. I decided to pursue that idea I had yesterday. Last night I had a UFO levitation mechanic working, with only shapes to play with. Today I made a small game out of it, and it’s ridiculous to say the least. I made it for two friends that requested a game about cats and UFOs. So…what did I make?

I made a game called UFO Cats Basketball?
yeah…

You play as a UFO, and within 30 seconds must pick up cats with your beam, and levitate them to the basketball hoop. There are only three cats for this demo, there are plenty of bugs, and it lacks sound. I did what I could in this short time. My priority once again was my health. With that being said, thank you very much for reading. I’ll see you tomorrow with another game.

Total Time Developing: 4 hours.