1.0.5 release notes
Bug fixes
- Launch: Fixed a crash when the crank moved during initial game launch
Enduring
to display their actual time stat
instead of an infinity signStampede
will now display Charge
as well)Stampede
will now display Charge
as well)Adaptable
)This is the third post in a dev log about Spilled Mushrooms, a turn-based card solitaire puzzle game available exclusively for Playdate.
As noted in the previous post about inspirations and design philosophies, I wanted Spilled Mushrooms to guarantee every puzzle is solvable. During the initial prototyping phase, many puzzles were simply unsolvable, which led to a lot of frustration. If I struggled to solve a puzzle, there was no way to know if it was because I was missing some key strategy, or if the puzzle just sucked.
This is the second post in a dev log about Spilled Mushrooms, a turn-based card solitaire puzzle game available exclusively for Playdate.
When I started developing the prototype, the theme I had was that you were controlling an army of ants to conquer various regions by building anthills. However, this presented more of a score chasing play style than I wanted, and not even a very good one at that. Because it was only 7 turns, perfect scores were compressed - almost always right around a 30. It also wasn't ever immediately obvious that you could have done better at a particular deal, so you never felt the need to retry for a higher score, and consequently never felt the sense of accomplishment for playing the deal better. By swapping the theme to destroying anthills instead, every deal became a proper challenge: can you destroy all of these anthills in just 7 turns?
This is the first post in a dev log about Spilled Mushrooms, a turn-based card solitaire puzzle game available exclusively for Playdate.
Every game starts with a concept. To find mine, I laid down some design principles that emphasize my favorite part of the Playdate: its extreme portability. In my opinion, games excel at hyper portability when they have:
It's important to note that these principles are't essential to have in Playdate games! These are just the principles I wanted to develop with. Many Playdate games are heavily narrative-driven or feature longer gameplay loops.