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  Geisha Gone Rogue 10:19 AM -- Mon October 7, 2024  

You might have to blow that image up to really see what's going on, but the beauty of a pixel art game is that all the details are there, instead of it being all crunched up! This is a sneak peek of the Rogue Geisha game mode in Broken Build Simulator. There's quite a swarm of badguys there (48 to be exact). This mode has one of those classic FTL-style maps you make your way through, as you flee from the shogun. In this case, fleeing requires that you slaughter his minions which consist of the traditional bunnies, rhinos, and crocodiles. In the end you'll be able to win in 2 ways - let the shogun catch up and beat him (which will be very hard), or escape off the end of the map (which entails fighting an entirely different shogun who doesn't want you entering his lands).

I'm worried that I need to get a little less creative with these game modes, as the real fun just lies in churning through an endless horde of enemies as you try out different weapons and skills. But I mean, why have 8 (16) game modes if they're all gonna be the same, right?

In other news, I have been convinced to make the extra 8 weapons. It was hard to convince me. These weapons are ones you can't choose as your initial weapon, so I have more leeway to make them do interesting things since you are required to already have a generally useful weapon equipped (some won't do any damage at all). The first new weapon is in, and it is an homage to the first real game I ever made, Mucho Kombat, a fighting game I made in high school. And I only just now realized that saying it's related to a fighting game will make it quite a shock to see what it is. Just so you know, its initials are H.D., so you can see which one I was talking about when you see the game. It was a special move that I think the final boss used in that game. It had a great voice line that I wish I still had a copy of. I'm very proud of this weapon's design, but I think I'll leave it as a surprise for now. Can't be showing two pictures in one blog post!
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  Blogamarang 09:53 AM -- Tue August 20, 2024  

Oh wow, my last blog was in May? Oops. Good news everyone! Today I am not interested in sharing screenshots because I am trapped in my basement as people hammer away upstairs replacing my carpet. I am also exhausted because the day before they came to do this, I was hauling furniture like never before. You wouldn't believe the massive monoliths I shifted with my brawny programmer arms. Entire couches (well halves of couches because I wasn't the only one lifting), giant bookcases that span an entire wall. Truly a sight to behold. Every room in our house that isn't having its carpet replaced is now jammed wall-to-wall with furniture. I am not looking forward to putting it all back.

But, in the intervening three months since I last blogged, I have accomplished accomplishments! We are officially at this point in Broken Build Simulator:
  • 8/8 Heroes developed
  • 16/16 Weapons developed
  • 8/8 Abilities developed
  • 8/8 Shops developed
  • 9/16 Game Modes (or say 5/8 main modes, since the secondary modes are much quicker, reusing the content from the main modes)
  • Very Few/Literal Hundreds Data Voiceovers recorded
  • 5/8 Ideas for more weapons because making more weapons is more fun than developing modes but 8/8 resisted making those new weapons so far
  • 0/10-15 Songs obtained
  • More Than My Usual/Many Sound Effects created
It's never felt more like there was hope this game might end one day. I can't wait until it's at the point for a beta test so everybody can tell me how extremely unbalanced it is. But I mean that's right in the name, so what's the problem? I'm going back to working on a bunny soldier. If you do want occasional cryptic screenshots, I share them in discord every so often.
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  Tomorrow is International Loonyland Day! 12:17 PM -- Thu May 30, 2024  


Loonyland is being reborn tomorrow, with amazing new Steam features and some updates and fixes. I think all known issues are fixed (like the sound problem you all know and love!). The non-Steam version is also receiving all these fixes. The Steam version has leaderboards (sorry, can only view those on Steam, not in-game), Achievements, and Steam Deck support. Plus the ability to give me your money!

Fun new stuff of note:
  • Add Randomizer mode (by AutomaticFrenzy)
  • Add Hard difficulty between Normal and Challenge (by AutomaticFrenzy)
  • Allow selecting character on the New Game screen (by Hyperme)
  • Increase save slots from 5 to 250 and show more information in the list
  • While Weapon Lock is on, weapon pickups pass through you, and you can use a new third control to grab them
  • Show invincible guys in aqua on the Radar and improve its accuracy on small maps
  • For quests that get "completed" before being turned in, indicate this status in the menu
  • Improve decoration on the first floor of Haunted Tower (by Jamul)
  • Fix difficult-to-access Gangrene in A Hidey Hole (by Jamul)
  • Fix Hardcore Mode not working correctly
  • Fix Witchcraft badge to award at level 9, matching the description, instead of level 10
  • Fix Vampire Slayin' badge description to say two minutes instead of one, matching award
  • Improve controller support
  • Add volume option

Regarding the newly decorated Haunted Tower, I found a lot of passageways that looked really boring when I was playing the game, and so I thought I'd just pop in and add some spice and details all around the map... until I actually tried to use the editor. This is definitely pre-Supreme editing days. Yikes. Sorry, I stopped at Haunted Tower 1.
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  Circular Reference Error 02:38 PM -- Mon April 29, 2024  

Don't you be thinking I'm not doing the work! I'm just not doing the blogging. In this game of 16 weapons, 8 heroes, 8 abilities, 8 main game modes (and a variant of each), I am now sitting comfortably at the stage of: 1 weapon left, and it's half-done already; 1 hero left; 1 ability left; and yeah... a lot of game modes to go. I got 4/8 done (with great need of tuning), and 2/8 of the variant modes.

Pictured above is Crownado mode, which you certainly don't recognize as being remotely similar to any previous Hamumu creation. I'm most of all pleased with the bosses in Crownado mode. I'm not going to spoil them here. There's a real improvement in these game modes as I move on and learn from the earlier ones (and add more features to my scripting language). The bosses are getting downright wacky.

I am playing as Scarecrow, who has some great melee buffs and a hat that functions like a Borderlands shield. I'm throwing those melee buffs out the window by using the Boomhauer, a dang ol' long-range homing missile launcher. I also have a pet named Boney, and I'm wearing the Scary Scarecrow costume, and those Fat Crows are trying to steal my corn!! Oh yeah, and I'm using an alternate crosshair, there are several to choose from.
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  Progresso Soup 04:35 PM -- Mon March 25, 2024  

I am accomplishing things! I just don't talk about it is all. Pictured is a new hero, new game mode, and new ability! Good luck figuring out what any of them are. That means I'm up to 7/8 heroes, and 7/8 abilities. That's sad, those are the most fun things to make. I'm not actually such a big fan of making game modes. I guess it fits my playing preferences too - I'll play a very limited game over and over a million times, if I can use different skills and weapons and strategies every time, but will be bored out of my mind playing a game with a million different areas and enemy types, if I only have a few skills and weapons to choose from.

Well, I guess I better get going and make another game mode. There are many to go. And there is one I am very excited about!
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  Just doing it 05:38 PM -- Tue February 6, 2024  

I know that if I wait until I feel like taking a cool screenshot, I'll never write another blog again. I'm just not a marketing dude, it seems.

Things have been bumbling forward in lovely fashion, though this remains the most ridiculous dev cycle ever. I keep resisting making more levels and monsters, so we still only have 2 real game modes to play (4 modes actually, but it's 2 variations of 2 modes). Instead, I've been cranking out the super keen heroes and weapons! It's what I like to make, what can I say? At this point, 6 of 8 characters are fully implemented, and 12 of 16 weapons, although I more and more feel like we need 24 weapons just because weapons are fun. But I'm going to resist the siren's call and just get these 16 done - if I need to add more, that can be a post-launch update! We also have 6 of 8 special abilities done, which give you a lot of fun variety. And there are more puns than you could ever count at this point, with ten times that number still to go.

I really like what we've got so far, it just feels like good solid fun. But it is really draining to think about how much is left, and how much of what's left is the stuff I don't want to do! Least of all recording my own voice, of which there are many many hours to go.
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  Let's Call This A Monthly Newsletter 08:20 AM -- Mon December 4, 2023  

I have been very hard at work for the past month, despite appearances! We now have alpha testers who are actually trying out the game and discovering that it is shockingly full of crashes and inexplicables like enemies that jump through walls. But because fixing bugs is boring, I spend more of my time cranking out new content than fixing things. And one major issue I knew I had to tackle was the fact that many of the games I want to parody don't just have you doing one continuous run in a single world. They have a meta-map that you traverse, choosing which battle you're going to fight at each step. So I had to implement that layer, and here it is:

At present this is the only theming for it, the classic Stone Platforms In Outer Space that we all know so well. I kinda want to stick with that to keep it universal, but also it would be cute to match the content of each game, so we'll see. Anyway, this is Curse of The Bedbugs, the 3rd game mode in development. At this point it is 'playable' in the sense that you can enter each of those battles in turn and fight the exact same 30 bedbugs each time, and get to the end and get stuck because there's no win condition. Pretty good game.

For such a simple game, this may be my longest development cycle of all time. But boy is it high-tech on the inside.
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  What's Feature Creep? 03:48 PM -- Wed November 1, 2023  

The other day, I was playing Diablo IV (what?! Impossible), and I felt like it centers around one thing that Broken Build Simulator seemed to mostly lack: randomized powers that guide your build in a direction and offer huge power if you build accordingly. Not a revolutionary concept by any means, but one I had really noticed the lack of in my game, because I have weapon ugprades which fill a similar role, but they aren't that powerful or that random, and after a few runs with a certain weapon, you'll have done every 'build' that weapon offers within reason. So I felt a need for spice!

What proceeded from there was about 24 hours of deep contemplation and mental fiddling of ideas, followed by about 12 hours straight of the fastest coke-fueled (Coca-Cola, people, come on) coding rampage I have experienced in years, at the end of which was a fully functional entirely new huge game system that just plain works, and is way awesome:


In addition to all the other upgrade systems in the game, you now also collect Runes. They are rarely offered by Lootboxes (so, you can pick them in place of weapon upgrades). There is not yet any way to remove them, and you only have so many rune slots, so if you pick one, you are going to be enjoying it for your whole run. You can however upgrade it - the higher your level, the more likely you are to find higher level versions of the runes you already have, so you can take the higher copy to replace it. You might also find lower level versions - don't take those.

Runes are very powerful, some are probably too powerful, but I'll worry about balance once somebody other than me plays the game. What I've been loving is how extremely easy it is to add them thanks to my handy scripting system. This is a wildly complex game on the inside (pretty goofy since it's really simple to play!), but mostly it just sort of works, because of those scripts.

This specific rune is one that is a blatant rip-off from Diablo IV itself, actually, the vampiric curse detonations in that game. Although in this case instead of being whole people that run at your enemies, they are for some reason just my head. And specifically MY head, not the head of whichever character you're playing. You can't have everything.


As you can see, they are very digital. You can also see one of our lovely cosmetic pets in here! And regarding that upcoming alpha test... it seems to keep getting further away, perhaps due to new features appearing all the time. But because I know all the things that are missing or wrong, I keep stopping myself from starting a test because it seems dumb to put it out there with obvious gaps. So I continue to plug away very hard on the first two implemented modes, To Tory L. and 20 Minutes Till Lunch. I'd like to feel solid on those modes before testers make fun of me.
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  Much To Do About This Thing 04:55 PM -- Fri September 29, 2023  

Okay, so this is zoomed way out to make it an appropriately sized image (yeah, I could've done a thumbnail and let you zoom in... but then you'd see what it says!):

That's my awesome ToDo spreadsheet I created this past week and it has made me realize I got some work to do. Every green box is something that's done. Yellow boxes are in progress, they've been started but something more remains. Red boxes are not even started. It's a lot of red boxes, yes? At this moment, 22% of the boxes are filled in green, so I guess you could say the game is 22% done? But not really, because most of the basics are not on this at all. I made this list to show what still remains, not the whole project. And most of these things are small individually. In fact, I cranked out 17 of them today! Despite appearances, this actually feels like it's getting close to finished! For certain definitions of close. And finished. And to.

I am aware that I said I was doing an alpha test, and that is still where I'm aiming. That upcoming test is really what's pushing me to fix up a lot of little things because it's gonna drive me nuts to hear a bunch of bug reports about something I already know is broken! I have also really been holding myself back to finish up the core and the first 2 game modes (To Tory L. and 20 Minutes Till Lunch), rather than doing any of the fun stuff of making content for the rest of the modes. That has been sad, but I want the alpha test to feel like it's a working slice of the game instead of having a bunch of chunks hanging loose in every direction and nothing works.
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  A new release! 02:20 PM -- Mon September 18, 2023  

You already know about this from 2 blog posts back, but hey, it's exciting! Today is the 20th anniversary of Dr. Lunatic Supreme With Cheese's release, which is really quite something if you think about it.

To celebrate, SpaceManiac got me a present called Dr. Lunatic Supreme With Steam. HSB also helped out with some original artwork. If you want to just play Dr. Lunatic, you can still get it for free on Itch.io, but the new Steam release adds some new stuff for you, like Workshop support for downloading worlds, full controller support (and Steam Deck!), cloud saves, and achievements. So if you want 'em, come get 'em!

My memory of 20 years ago is not tip-top. When I was testing this new release, I didn't have much trouble remembering how to play or what to do in different situations (or even a lot of specifics of the levels and worlds I played!), but I was met with a big surprise in terms of how good it still feels! I am often impressed with what I used to be able to do in my misspent youth, and then I wonder where all that chutzpah went. So I feel pretty good about this re-release, and I'm really happy to have SpaceManiac around as somebody who has an interest (and ability) in maintaining these old games and keeping them alive.

The one request I have for anybody who buys this new version is: please leave a review! That helps it get more exposure, and if we can get enough sales, then trading cards and badges can be enabled. We still haven't hit that mystery threshold on Kid Hallow either, so go review that too! I already made the trading cards for that game, like a year ago, I'm just waiting for them to let me release them! The real dream is a Sneaky Shark trading card, don't you think?
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