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Hibotchi is available for Web on Itch at https://onygox.itch.io/hibotchi and for Android on Google Play at https://play.google.com/store/apps/details?id=com.Onygox.Hibotchi
Please vote for it for the Game Development World Championship at https://thegdwc.com/pages/game.php?game_guid=b81f0e32-eb95-…
This update features the very last implementation on Hibotchi's "to-do" list; a visual history of gauntlet attempts that the player has undergone. From now on, there's nothing else that's important enough to include in the final release, just polish! (Namely, re-implementing some systems and r…
Hi there gamedev community, it's time for another Hibotchi update! This one is all about player progression. The more you play, the more cards you unlock for deck-building.
The WebGL version you see on the site has a limited number of cards available, as it is simply the demo version. To get full ac…
Hi all, it's been a couple of months since the last major launch - quite a difference from the usual month between launches. I've been making additions to too many different parts of the game at once, which has proved difficult and harrowing to test all of the interactions between various bits. The…
For the past month or so, I've been working on and off on this project. In addition to fixing bugs and refactoring code, I've improved some ease of access and quality of life aspects such as turning customer slider timers into numbers, adding more tooltip functionality, and stopping time when the p…
In addition to publicizing the mobile release of Hibotchi, this update features a method of saving and loading in the middle of Gauntlet runs!
https://play.google.com/store/apps/details?id=com.Onygox.Hibotchi
Additional Changelog:
Refactored the way hazards are stored and spawned.
Cleaned up some proj…
It's been about a month since my last update, and I've been working hard on fixing bugs, refactoring code, and improving optimization. In addition to improving systems that are already in place, though, I've been brainstorming new methods of creating fun experiences! This is a preview of a deck-bui…
Hi all,
I hope you are all staying safe in isolation, and keeping yourselves busy during these trying times.
I recently spent some time adding Unity's 2D Lighting System to my project, as well as Music, Sound Effects, and new Card Effects! You'll also find some new particle effects and behind-the-sce…
This update was focused on making behind-the-scenes functionality more apparent to players, so they can better understand how these in-game systems work and thus have more fun playing!
Full Changelog:
Combine cards of similar types while they're in your hand.
• The number of similar cards in your ha…
Happy 2020!
I updated the method of creating and loading levels in order to minimize lines of code and maximize performance efficiency.
Rather than having each level be a separate scene, I made one “Scriptable Scene” and pass all level data through to it via a DontDestroyOnLoad script that carries a …
Taking inspiration from Overcooked!, customers now get impatient and leave after a while.
12-03-2019:
Added Customer Timers.
• Customers will leave after their timer runs out, and you won't be able to complete their order.
Added card that gives a temporary shield that protect foods from hazards.
Added …
Now, I know people don't generally read tutorials, but I took it upon myself to create a time-based one for my game prototype.
Complete Changelog for 11-13-2019:
Added Tutorial.
Added Logo!
Added Exhaust hazards, which add a useless Exhaust card to your deck.
Updated the title screen to…
Added new card effects and hazards!
• Add New Food spawns another food at the top of the stovetop.
• Change Food Type changes the type of food that's falling.
• Discard makes you discard.
Each level showcases a new different effect.
Added new sprites and animations!
• Spatula animation for…