I was working on a really short interactive game experience that mimicked the thrill of purchasing a pack of cards in hopes of pulling an insert. After doing some art and coding some of the “showDialogue” interactions, I realized all I was doing we redoing a worse version of Renpy.
Anyway. It was nice to work on something at least!
I was laying in bed yesterday and I thought to myself, "I really need to code something." I haven't done any game development of any kind for weeks. I decided to clean up the game template that I use with all of the new things that I've updated and started to use or not use.
I was also able to work on the vector illustration of the arcade cabinet I'll be using for my next game. Even before the cabinet art I think it looks pretty okay. The plan is to usher me back into casual game development by creating games that harken back to the old, old arcade days.
Elite and Ritz the Robot have found out that dealing in spice is not the best way to make a living. Upon running into a sign of new fortune, they have learned the big bucks lie in slime catching. Without any proper equipment, Elite decides throwing a robot head is as good a slime catcher as anything.
- Daily challenges: every day offers a different layout, battery storage, and slime spawn rate.
- Handdrawn animations
- Keyboard and Mouse control scheme
- No ads! Completely offline!
Future updates will include new slime types, larger arenas, and powerups!
I've drawn all 40 herbs and spices for my game Spice Catcher. It was an interesting experience. Makes me appreciate the work that artists do for all the "collectibles" you can find in games. That's a lot of work, friends.
Spice Catcher is up for review on iOS AppStore and Google Play. I'll post again when it's released.