Multi-type Simp, game designer, art goober sometimes - DMs open
40 posts
Redesigned The Difficulty Icons. Each Tier Of Difficul-tea Is Based On Hot Drinks Getting More Caffinated.
Redesigned the difficulty icons. Each tier of difficul-tea is based on hot drinks getting more caffinated. Starting from a babychino and building up to the espresso hard mode.
The Babychino/ accessibility mode will have the time limit for levels removed so players who struggle with the controls can enjoy the game without any obstacles
Carmile Chill/ Easy mode gives the player more time and reduces AI health
I also have plans for a hard mode called 'Espresso' that will focus on having less time but more opportunities to generate time, like your taking shots of espresso.
Seems very fitting to have a themed difficulty system for a sewing game
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More Posts from Rocketsimp
Stitched flowers featuring ermm, Septembers, Sunflower, Dandelion (wish form) and ones with petals on them :)
Great ball of fire. Even greater ball of yarn.
Made the sun a messy ball of hot thread. Might make it lore that cats worship the almighty sun yarn as a religion... like a Dark Souls player
Trees. Because if my computer keeps playing dead, I will be dropping a tree onto it.
Trying to make natural props look like they have been handmade and sewn. Like the Birch tree having the stitch lines
New leaping attack for Baads. They can jump out of your circle if you try to sew them from a distance.
Might start doing some dev logs soon.
There's a lot of people on here new to Game Dev, so I thought sharing my design processes and 'behind the scenes' might help inspire
Depends how much time I got because I don't post enough as is :/