
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

Low quality sketch of my next enemy design, Jumper. It's a rabbit that can only jump...get it.
Still a work in progress. Been revamping the level select screen to be the Sewlar System. The goal will be to track the player's progress by having planet Lovely sewn up and repaired with each level completed.

Planet Lovely. The main stage for the very lame adventure of Sew Lovely.
I was inspired to use the setting of a hand-stitched world from the Yoshi wooly/crafted series. It was a series I discovered through my fiancé since she loves the series and is already my textile muse.
Well...cant wait to rip the planet in half for the story.
Slowly winning the battle of making the players circling work like Pokémon Rangers by making loops rather than one big circle. Its perfect and
The advantage of this new loop system is that damage can be shown in real-time so AI can show when they will be defeated or a shield breaks from your attacks while circling them.