• [Devlog #5] Tokyo Game Show 2022: Nothing Stops Gaming
    With this post I would like to summarize some thoughts about my experience at the the Tokyo Game Show this year. Tokyo Game Show 2022 Koa: A Gluttonous Wizard was presented for 4 days (2 business days and 2 public days) at the Tokyo Game Show. The game was selected for the Indie Game Area …
  • [Devlog #4] Mini-Boss Update & Bonus Level
    This update will be really short but has a few new stuff: a new bonus level prototype and more progress on the mini-boss behaviors. Bonus Level: Shoot Targets I’m testing a new mechanic for bonus levels, I attached a hazards shooter to the platforms and when the player drops on them they shoot in a …
  • [Devlog #3] Rewards, Mini-Boss & Backgrounds
    For this update there are few new things I want to show, mostly an iteration of previous changes such as room transitions and a new background design; also new elements: locked doors, new rewards and the very first version of a boss fight. Rooms Transition Last update I mentioned that now we have a map …
  • [Devlog #2] New Map & Rooms
    I’ve been working on few big changes these past weeks: implementing a new map, new rooms that can be explored, a new game mode with different mechanics and few more changes to improve the overall experience of the game. The Map The initial idea of how the player progresses in the game was always a …
  • [Devlog #1] The Origin of Koa
    A couple of weeks ago I shared on itch.io and Game Jolt a very early version of a tiny project that is currently in development, a quirky game that combines simple elements such as sequencing and basic platformers’ mechanics. The goal of the game is to follow a monster by stomping on platforms in sequence …
  • Dev Update #8
    For this week we have new gamepad support and a more solid visual concept of the game. I was able to put together all the important elements in the scene and test a couple of color palettes to see how the whole thing looks. I won’t say it’s not that bad but still needs a …
  • Dev Update #7
    This week I worked on the design of some of the game objects that were missing in previous updates. We have now some sketches for: walls, basic gates, saws, general keys and soul (the item). From these three new elements, I like the first two: circular saw and key, I think that I will clean …
  • Dev Update #6
    This week we have some progress on enemy animations, player animations and level design. For the most simple enemy, the idle animation is now complete and move animation is in progress; the original player possessing animation is now more dynamic (little ghosts appear in real time) and finally, the level design (only shape) for side …
  • Dev Update #5
    There is not a lot of new content to show this week, it was mostly about fixing previous animations and issues that occurred with the current level and transition between rooms. Idle and moving animations are simplified now, I fixed an important bug when passing from one room to another and tweaked some parameters for …
  • Dev Update #4
    For this update now we have a new feedback to display the player’s health/soul; one more animation and new connections between rooms. In addition, the current area of the level can be played from beginning to end and all the animations from previous updates are implemented. New Soul Feedback Since there is now possible to …
Fiery Squirrel