5 Ways to Beat the Green-eyed Monster – Envy

As an indie developer, it’s almost impossible NOT to compare yourself with others. I’d be lying if I said I didn’t do it within my own NYC circle and among game developer friends in other parts of the world. I think the worst was when we launched our campaign on Greenlight and just…crickets.

Before launching I was confident we’d get Greenlit in a week or maybe a month. It took us seven months and only because Valve was closing Steam Greenlight for Steam Direct. Since our game was still in the Greenlight queue we got pushed ahead. It felt like a hollow victory. Especially when seeing other games that managed to get through in a day or less and also reading on almost every forum how “any half-decent game will get through Greenlight.” It was demoralizing to say the least. And for a while, I mentally checked out from The Painter’s Apprentice especially after more and more games sped by me on Greenlight all while griping about them.

In truth, I was just jealous they were able to make it and not me. And why not? We’d spent years working on the game, gotten positive feedback at all the events we showed it and were chosen to showcase at MAGFest twice and be a part of the PAX Rising booth at PAX South. All of this wasn’t enough validation though because at the time it seemed like every other indie game developer, besides us, were just breezing through Greenlight. It wasn’t fair!

That’s what I thought. It took a couple months of grousing and pouting, but eventually I realized I was just hurting myself, the game and the company by sulking. If you’re in a similar place, here are some tips to get you out of that rut.

Stop Making it a Competition

image via Pixabay

It’s so easy to fall into the comparison trap. And once you do that, game development becomes a competition. While some comparison is necessary (you have to stand out from the thousands of other games in your genre so you need to know your competition), once you’re comparing the amount of social media followers, positive reviews, graphics, etc. you get caught in a downward spiral. The solution – stop competing with other indie developers. Just like in life, every indie game studio is at different points on their journey. It’s ridiculous to compare because you have hardly any context besides metrics. Sure, maybe they’re just beginning, but they may have other resources you don’t know about that gives them a leg up. There are a thousand and one different reasons that you might not know about so stop comparing yourself.

Celebrate the Success of Other Indie Developers

image via Pixabay – Celebrate like these kids!

When a developer you know or follow makes it big, be happy WITH them. If you wanted it, chances are these developers wanted it as well. Earnestly congratulate them and rejoice in their fortune. Next time it might be you! This goes back to main point that this shouldn’t be a competition. While not all games or studios will make it big, it’s important to derive happiness from the fact that you are doing something you love. Plus, won’t you want other people to wholeheartedly cheer on your success once you make it?

Focus on the Methods not the Metrics

All right, so you made your first $1,000 on a game. That’s awesome! But then you hear that Joe Shmoe of Shmoe Productions made $50,000 on their first day! There’s goes whatever self-confidence you might have had. So here’s the trick – don’t let your brain lock when you see a big number. In fact seek them out. Find those games that got 1 million downloads or made $500,000 their first week and then see how they got to that number. Maybe the developers have a post mortem blog post detailing their methods. If they do, read it. If not, reach out to them and see if you can’t pick their brain on how they achieved this kind of success. What kind of marketing did they do, how did they make their game trailer, what “influencers” played their game? Dissect their success and see how you might be able to emulate it.

Boast a Little

If something awesome happened – give yourself a pat on the back and post it on your social media channels. Keep a regular tally of the awesome things you’ve done. Heck, keep an ongoing list as to why your game is so awesome and refer back to it when you’re feeling down.

The point here is to boost your confidence to the point where you can actually provide a good pitch to reviewers, streamers and gamers. If you have zero confidence in your game, no one will play it. Just remember, don’t go overboard with the bragging on social media. People tire of that very quickly.

Get Involved with the Community

Game development can be very isolating. You spend hours in front of your computer working on some code or a level. While logically you know other people experience the same thing, it’s another thing to actually meet with fellow developers and discuss the woes of making games. If there’s a local game developer meetup or IGDA chapter near you, join it. You’ll meet a lot of people in the same boat and even meet others who have been able to work their way up. Once you actually get to know the people behind the studio, it’s easier to celebrate their successes and put away the yardstick. You’re all working towards a similar goal after all. Plus, it helps that these communities are generally very supportive of each other. If there’s isn’t a place nearby, join a virtual group on Facebook or LinkedIn.



Why Indie Game Developers Need to Make a Schedule

Source: Pixabay

As an indie developer, it’s all too easy to get off track with a project, especially when it’s something that you do in addition to your normal day job. It’s even harder when you’re not making any money currently on your game. So you let the days go by, and that turns into weeks then into months. A half year later and you realize you haven’t made any progress on the game at all. It’s demotivating. Even the most talented developers can fall into this trap. If you want to prevent your awesome game from collecting virtual dust in the back of your hard drive the best thing you can do keep a schedule.

Wait, Seriously?

Yes. I know. The advice isn’t earth-shattering. It’s common sense and probably something you’ve heard a hundred times before. Heck, maybe you’ve even tried a schedule and somewhere along the way it just fell apart. Or maybe you’re one of those amazing people who doesn’t need one to stay productive. If you’re the latter, then I envy you.

For the rest of us, creating a schedule might take the ‘fun’ out of game development. In the past, I figured I would just work on a project when I had a flash of inspiration. Unfortunately, this meant I’d often go months without touching the game because I wasn’t ‘inspired.’

It’s interesting that I fell into this trap with game development. As a freelance writer, I’ve always been excellent at meeting deadlines and working consistently. But for whatever reason, this habit didn’t transfer over, that is until recently when it hit me. Game development is just like any other creative pursuit. To make progress and improve you need to put in the work…every day. And as any good author would tell you, the best way to finish a book is to glue your butt to the chair and just write. The only way to do this is to set aside some time during the day to focus entirely on your work. Some of the best writers focus on word count or pages rather than the amount of time writing.

As I’ve come to discover, it’s the same with game development. If you want to get something done, you need to put in daily effort. It sounds easy enough, but it’s much harder in practice.

How Will this Help?

Besides moving your project forward, setting up a schedule allows you to focus entirely on one task at a time. Forget about multitasking. Sure, it might be necessary sometimes, but overall we’re less efficient and more prone to errors when we try to concentrate on too many things at once (there’s a cognitive cost if you switch tasks too often). Carving out blocks of time where you can focus on each task will help you be more productive and combat stress as you’ll be able to finish up more work than before.

Besides this, you’ll be more mentally prepared for game development when you create and stick to a schedule. You know exactly when you need to start working on your game at least 15 minutes beforehand so you can prepare accordingly, whether that means cleaning off our workspace, making some snacks and drinks or just removing all distractions.

Okay So About This Scheduling

A lot of us are resistant to schedules. I know I am. I hate having to follow a routine and have this idea that I’m better when I have unstructured time to work. While in some cases it might be true, for the most part we humans actually crave routine. It’s one of the reasons we end up picking so many bad habits. They become a part of our lives because we keep repeating them. There’s a comfort in routine and breaking it takes a lot of willpower. Luckily, you can use this part of human nature to your advantage with scheduling.

Okay, so how do you actually stick to your schedule? Maybe you’ve already tried it a bunch of times but it just never stuck. You bought all the planners and tried different tricks, but somehow you just fall off the wagon. So what’s happening? Are you just not meant for routine?

Create a List of Essential Daily Activities

Source: Pixabay

What do you have to do everyday? For must of us that’s getting ready for work, commuting, working, commuting home, eating dinner, etc. Put all of this into your calendar and add in some buffer time for each one. If it usually takes you 30 minutes to get to work, list it as 45 minutes or even an hour in case you run into bad traffic. The same can be said for your day job. While most might be 9-5, there’s always the possibility that projects will keep you in work longer. Fill in the time slots generously so that you have a good idea of time allocation.

Add in Activities You Need to Do

This is where you add in game development, exercise, personal hygiene, shopping and chores. It will probably be the longest list, but it’s also the most flexible in terms of timing. In order to find the best time slot for your game development you need to know your habits and quirks. If you’re not a morning person, scheduling in game development for 5 AM might not be the best idea. With that said if you work in the morning, you probably shouldn’t schedule it for 1 AM. You need to find a good balance that works for you and allows you to also get in the other essentials.

When scheduling, make sure you honestly assess how much time each item takes and then schedule in some additional buffer time between the end of your task to the next in case it runs over. Make sure you also account for travel time. You might only spend an hour at the gym, but if it takes your 30 minutes to get there, that’s an hour you’ve lost due to travel time.

Schedule Time for Relaxation

You can’t be in go mode all day. Mental exhaustion is real and if you don’t give your brain time to rest, you’ll be burnt out in no time. Whenever you have some spare time, book that time for self-care. This might mean catching up on the latest episode of your favorite TV show, playing a game or hanging out with some friends. Even if you can’t find an hour for fun, try and squeeze in 10-15 minutes to practice mindfulness.

No, mindfulness is not just some woo-woo hippie word. In essence, it’s a way for you to clear your mind of distracting thoughts and focus your awareness on the present moment. You don’t need any special equipment to practice. All it takes is some time and space for practice. How do you do it? Simple! Just observe the present moment as it is without any judgement. Take notice of the sounds, sights and even the way your body is reacting. When thoughts bubble up in your mind acknowledge them and then let them roll by. The more you practice the more benefits you’ll notice such as better attention, less stress and better memory.

Take an Honest Look at Your Schedule

You can’t fit 100 activities into one day, no matter how much you try. If your schedule is packed, you might need to alternate the days you complete specific tasks. This might mean you do game development Monday, Wednesday Friday or maybe even just Saturday and Sunday and that’s okay. So long as you make progress and stick to your schedule you’ll still see forward movement. However, if every day is jam packed, you might need to honestly assess everything on your plate. This might mean dropping some activities, at least for the time being. It can be a hard call which task to drop, but ultimately you’ll be much happier with a little more breathing room.

Avoid Distraction

Source: Pixabay

Distractions can appear in any form from social media to text messages. When you focus on a task, try to avoid anything that might take away your attention. This might mean using a plugin to block offending sites, turning off your phone and even as far as turning off your router. Basically do whatever you need to do to make sure you’re completely focused on the task at hand. At first it can be difficult, with smartphones, social media and other sites it’s all too easy to take a quick peak at our profile. When that urge hits you, just tell yourself no and keep working. The longer you practice avoiding distraction, the better you’ll get.

Give Yourself Some Leeway

Even the best laid plans often go awry. No matter how much you schedule there’s always the possibility for some event that will throw you off track. If that happens, don’t stress. Just take a deep breath and move on with your day. If it looks like something that will become a regular occurrence, schedule it it.

Hopefully this advice helps you on your game development journey. The most important piece of advice, however, is this: Your schedule should be tailored to you and your life. While looking at other people’s schedule might help give you an idea of how to start, don’t copy someone else. We all have different lives, habits and quirks so create a schedule that’s right for you!



Game Development Resolutions

game development


There’s nothing quite like a new year to really turn over a new leaf. There’s a lot we weren’t so great about in 2016, but 2017 is the year to take a step forward and make some changes. While you don’t need to wait a full year to up your game, it certainly does help to have a fresh 12 months ahead of you. So here are a few of our resolutions for 2017:

Game Development Resolutions

  • More consistent blog posts – we plan on posting twice a week. One of those posts will be a game development blog.
  • Finish up The Painter’s Apprentice this year! We’re pretty excited with how things are going and while we’re certainly looking for ways to improve, we’re also pushing ourselves to get the game out. Finger crossed!
  • Prototype faster. Hopefully we can actually get a steady game development cycle in place so it doesn’t take us so long to produce games.
  • Maybe take part in a game jam. I’ve been looking at the 1 game a month jam for a while now. No better time to start like the present.
  • Contract work. It’s something we’ve been looking into for a while and we actually got our first last month. If it goes well, we can go on to take on more work of this kind. Not only will it increase our repertoire, it also will help us fund future events and keep our company rolling.
  • Get our game through Steam Greenlight! (Hint, hint: vote for us)

That’s pretty much it for us. What are your new year’s resolutions for your game or company? Let us know in the comments below!


Developer Blog

Color Wheel Final Luminaut Dev Log #15

Color Wheel UI Update

Color wheel
Our new color wheel

Phew, after several different iterations of our color wheel, we’ve finally come upon one that we think works very well. In making this change, we have also kinda sorta updated a lot of the UI as well. You might have remembered our last version with little buttons. Now instead of buttons there are color regions you can press. This gives you a much larger region to press for more leeway when you’re pressing colors. I know in the last version I would occasionally press just to the right or left of the button and not pull off the color attack. To make the attacks faster, we’ve also attached the attack to the colors instead of having a separate button for it. This makes the combat a lot faster and also makes it easier to run and attack at the same time, which makes the overall gameplay a lot smoother. Besides this we’re also getting ride of the option to double tap to dash as well as the paintball button. Never fear, they’re not going to be gone forever. Instead we’re adding it as a special move set you can pull off via the color wheel. To do this, you’ll simply hold down a color to fire off the paintball and hold and slide to dash. You can pull off these moves so long as you have enough “combos” in the combo meter. If you run out, you won’t be able to perform them. Our mega rainbow attack will also be tied to the color wheel, but instead you will need to slide over all three colors to pull it off while also having a full combo meter. We are also planning to revamp some of the enemy AI to take these special moves into account. Now with certain enemies you’ll need to pull off these moves before you can do any damage to them. We’re pretty excited about these upgrades and we can’t wait to show you how it will work! Of course, the trick now is to figure out how to make it work on a controller for you PC gamers. Oh, did we not mention we’ll have a PC version  because we will.

Speaking of which, we’re thinking of potentially putting this on Steam Greenlight in the future. While it will have some similarities to the mobile version, we will probably make it a tad harder and longer as we won’t be limited by space. Heck, there might even be some things to collect to unlock more story! At the moment we’re still debating a price point but suffice to say it won’t break the bank.

We’re getting closer to a really fun user experience, or at least so we hope. If you want to sign up as an alpha/beta tester to give us feedback on the overall gameplay design email us at contact [at]

Check out below for the various incarnations of our color picker method:

[slideshow_deploy id=’508′]


Developer Blog

Once Upon a Runner Revisited – Luminaut Dev Log #14

Before The Painter’s Apprentice there was Once Upon a Runner (on Google Play and iTunes). If you’ve followed us for a while you’ll remember our first game featured a feisty fire mage named Ella. She traveled through different fairy tales and met both the heroines and enemies of each story. It was a great first project in that we learned A LOT about improving our team communication and really proved that we could finish a game.

Once Upon a Runner

Updates to Once Upon a Runner

With that said, there are a lot of problems still plaguing the game that we want to fix. Some of the biggest issues the game faces is large file size and poorly written code. We’ve brought on two new programmers to update the game and add in the features we didn’t get around to the first time including achievements, our secret level, objectives for endless mode and connection to leaderboards. Thanks to your feedback, we’re even looking into extending the main story gameplay to give you a longer and more enjoyable experience. We’re also moving over all of our UI and animation to the new system in Unity (we made this pre 4.6), which should make the game run smoother and reduce file size since we won’t be using plugins.

With all of these changes, we’re also looking into ways we can make our monetization strategy better for you. You’ve told us our interstitial videos are disruptive and long. They take you out of the gameplay especially when levels are only about 1 minute long. Instead, we’ve been looking into Appsaholic to add in their Perks system. This way whenever you open the app, complete a level or earn an achievement you can earn a perk. You can then use your perks for real prizes. The best part is you don’t need to view these ads immediately. You can put them off for as long as you want. This means your gameplay is not interrupted by videos or in-game ads. We’re looking into some other options that won’t disrupt the flow of the game for you including Unity Ads. For our in-app purchases, we’re looking to partner with Seeds. I had the opportunity to speak with them at PG Connects back in July and was very impressed with their company. In essence, the company takes the money you spend on IAPs and then microloans them out to entrepreneurs often in developing countries. That means any purchase you make will be directly supporting two businesses – these entrepreneurs and, of course, Luminosity. It’s a great and simple way for you to make a huge difference in someone’s life. Yes, even $0.99 can go a long way in helping these women fund their businesses.

We’ll be making a lot of changes to Once Upon a Runner but they’ll all be upgrades to your overall experience. While we’re not giving out an expected release date for this massive update, you can follow us on Facebook or Twitter for news, screenshots and more. We hope you’ll look forward to this as much as we are!

Developer Blog

Lil Blob – Character Introduction

Tiny, cute and a bit of a pacifist, the Lil Blob won’t outright attack his enemies. Instead he prefers blocking their path as best as he can if only to slow them down a bit. While he doesn’t fight back if being attacked, he positions himself in places where his enemies might accidentally land or run into him in order to deal damage. Whether this makes him non-aggressive or simply lazy is anyone’s guess. Although he might not be as active as other blobs, Lil Blob is one of the most loyal and a true supporter of the Blob Freedom Front (BFF). He is always ready to jump into the fray and help others when necessary.

Lil Blob Basic Facts

  • lil blobHP – 5
  • Non-attacking
  • Non-moving
  • Comes in three varieties: Red, Yellow and Blue
  • No special move required to damage

As the most basic enemy type, Lil Blob appears from the very beginning and continues to be an enemy throughout the various paintings. Although he isn’t as intimidating as the Giant Blob nor as strong as the Knight Blob, all the paint blobs consider him the mascot of their cause thanks to his unwavering spirit and perseverance in the face of adversity. As the smallest member of the BFF he is often coddled by his peers. He pretends to dislike the special treatment, but in truth he enjoys being the little brother of the group.


Developer Blog

Loading Screen and Luminaut Dev Log #12

Loading Screen

We mentioned it in our previous post when we talked about the Summer Expo, but we’ve finally implemented loading screens! Previously we had no loading screens so when people pressed start on the level select menu it seemed like the game froze. Players would then frantically press the play button in the hopes of getting the level to load. All to no avail. The thing is, it takes the unity engine some time to load the levels because of all the assest like the tiles and enemies. Rather than have people tap the play button futilely, we’ve incorporated a dynamic loading screen. We’ll offer some tips on some of the game mechanics and enemies and the Apprentice performing different animations. It won’t be super complicated since we wanted players to know they were on a loading screen. Even still we want to make sure all of the scenes we have add some kind of value to the players, thus the tips. We’re excited to show it off. You can see an image below.

loading screen


Luminaut Dev Log

Besides the loading screens, we’ve been tweaking the menu system some more and working out the color picker method and button layout so the user experience is as intuitive and flawless as possible. This might mean we need to make some changes to the gameplay if it doesn’t pan out, but we’re still testing a couple things out before we go down that route. We’ve also found out that the Smithsonian Art Museum is hosting an Indie Arcarde in 2016. This will be the third year they highlight indie game developers. Submission is due September 1st so we’ll be working extra hard this month to make sure the build we submit is polished.


Painter Apprentice Landing Page
first draft of the landing page

Which leads me to my next point: websites for our games. We currently only have a simple page dedicated to our games, but in order to attract more people we decided to create a completely separate landing page for both Once Upon a Runner and The Painter’s Apprentice. The layout and design of the site will fit the theme of the games themselves and they’ll be fairly self-contained. We’re looking forward to unveiling this project so keep an eye out in the near future for any news and updates.

Also, if you’re interested in being a beta tester, subscribe to our newsletter! We’ll be sending out a request for testers in the next couple months to people in our mailing list first. This is your opportunity to really affect the outcome of The Painter’s Apprentice. All you need to do is enter in your information in the subscribe box in the sidebar and that’s it! If you’d like to keep up with us on other channels you can follow us on Twitter, Facebook and Twitch.


Developer Blog

Playcrafting Summer Expo – Luminaut Dev Log #11

Playcrafting Summer Expo

Playcrafting Painters Apprentice
Guests playtesting The Painter’s Apprentice

The last time we showed off The Painter’s Apprentice at a Playcrafting event, we didn’t have it on mobile devices and there were a lot of problems with the responsiveness of our jumps and UI. After showing it off at the summer expo, we’re a lot more confident in the direction of our game thanks to the positive reception and constructive feedback we received. Many of the problems that stood out to players we haven’t even noticed, especially since we have been playing the game for so long. Some of the issues people noticed are:

  • Jump button registering upon release of jump button not on tap – leads to feeling of lag and unresponsiveness
  • Dash button shouldn’t be attached to directional arrows as people often dash to their death when edging to the corner of a cliff.
  • Loading screens need to be implemented (we’re already working on this one)
  • Updating color picker method (we’re already working on this one too!)

Overall, most people really enjoyed the overall concept, artwork and general gameplay. We’re getting much closer to perfecting our user experience. Once we implement and test out some new UI, we’ll be ready to start a closed beta testing. Speaking of which, we’ll likely be ready in a few months so if you’re interested in being a beta tester and shaping our games and level design email contact [at] luminositymobile [dot] com.

We also found some other really cool games at the Playcrafting Summer Expo that you should keep an eye on including:

  • Heart Catcher – by Emma Larkins. A two player card game based on bluffing. Release date Q1 2016.
  • DestinyQuest Infinite – by Adventure cow. An interactive gamebook
  • Cultus – by CRAM Games. A card building game where you built up your cult to gain credibility. The person to get to 12 credibility wins.

Playcrafting has been one of the major indie game supporters in the past few years, so we were super excited to hear other groups are picking up the mantle to support indie devs. One group we found was Kill Screen. They do events every couple months at the Ace Hotel in New York. Hopefully we can show off The Painter’s Apprentice there as well to increase our reach.

This past week we’ve been experimenting with the UI and cleaning up a couple issues. Our biggest hurdle is still finding the perfect color picker method that is both intuitive and fast. I We’ve finally come up with an option that I think will definitely make the gameplay much smoother. We’ll be posting screenshots of these in the near future on our social media sites, so be sure to check us out on Twitter and Facebook!

Developer Blog

The Apprentice – Character Introduction

We’re gearing up for the Very Big Indie Pitch in San Francisco so most of the work is fixing some bugs and making the game look and sound prettier. Not necessarily exciting stuff so we figured we’d introduce you to the main character of the game – The Apprentice.


Basic Information

  • The Apprentice14 years old
  • Started apprenticing for the Master Painter at the age of 10
  • 5’4″
  • 115 pounds
  • Has an older sister

The Apprentice has been painting for as long as he can remember. He likes to tell people he was born with a paintbrush in his hand. While certainly an exaggeration, even his parents can’t remember a time when he wasn’t creating some piece of art. By the age 5, he was entered into a prestigious art school to hone his skills and give him more competition. Only 5 years later it was clear to the teachers his talent and work ethic far exceeded his peers, so they arranged his apprenticeship with the Master Painter. Generally these apprenticeships go to older children, but The Apprentice was such an anomaly the teachers wanted to see how far he could grow. Since that time, he has been learning new techniques from the Master Painter, helping him restore old paintings, arranging the still life references and scouting out locations for landscape paintings. While he respects the Master Painter’s talent, The Apprentice is easily annoyed with his devil-may-care attitude. Still, he continues studying under him in the hopes that the Master Painter will acknowledge his talent and allow him to create an original painting.

Art might be his number one passion, but The Apprentice is also fairly athletic. On his days off he plays pick-up soccer with a local team and practices some martial arts. Although he isn’t as naturally talented at sports as he is with painting, his teammates and martial arts instructor consider him in the top 30 of his age group.

Developer Blog

New Tilesheet, Bugs and Luminaut Dev Log #6

New Tilesheet

New tilesheet

We’ve been keeping this on the down low for a while but we’ve actually gotten a new tile artist – Krzyzstof Dycha. Our previous artist had to leave due to health issues. While we loved her art there’s no way we can push her to do more. Health comes first! So we reached out to Krzyzstof and he’s been creating some new tiles for us. We debated whether we wanted to simply copy the previous tiles and simply complete the leftover tiles or start from the beginning. Ultimately, we decided it would be best to start over again so Krzyzstof had full reign of the art. I personally am glad I made this choice as the tiles look great! They’re very flexible and I’m super excited to start using the new tilesheet. We’ve finished up to World 5 so far so only 3 more worlds left. Right now we just have the basics for the different worlds, but I might end up adding in a couple more obstacles to ramp up the difficulty in later levels.


Just last week I ran into a serious issue where all of my prefabs lost their tags and layers. While I was able to easily fix this there’s a new issue. Now the Apprentice is getting stuck on invisible walls and ceilings. I’m not sure exactly what is causing this. I have created a new scene and even then the issue is still occurring. I’m still trying to figure out the issue but hopefully it’ll be resolved soon as we have to submit the game to Artcade 3000 this week! Keep your fingers crossed so we can figure out the issue before then.


Luminaut Dev Log #5

Besides this, we were all super busy this past week. Saturday we all finally played League of Legends together. Most of us were relatively new to the game except for our programmer Alex. To make it fair the n00bs were on one team while Alex was by himself (except for the last game). Even with those odds, Alex managed to win 2 out of the 3 games. Guess I better start practicing! You can watch the video over on our Twitch channel and don’t forget to subscribe! We stream every Saturday at 7pm ET.

So what have we been up to game development wise?


  • Sound effects – Jump and enemy die
  • Finishing up Level 4


Painter Arc Attack 4

  • Completed UI
  • Draft of Bonus level
  • Finished World 1-5 tilesheets
  • Painter rainbow attack animation completed

As you can see it was a bit of a slow week but we’re still progressing quite nicely. Hopefully we’ll have a working build ready to test by the end of June. Are you interested in being an alpha tester? Subscribe to our newsletter and we’ll contact you first to be a tester.

Until next week!