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  In trouble with Discord 11:07 AM -- Thu December 12, 2024  

I got in trouble with the Discord (link on our About page, come join us for Hamumu talk!) for not blogging in a few months. As if it were reasonable to expect a person to have a paragraph's worth of stuff going on in their life in only a few months! Also the trouble consisted of one off-hand comment, but I'm very sensitive.

Progress on BBS is a weird floaty place right now. First of all, it is December, which means a lot of not getting work done due to other obligations, the usual. Secondly, I have stopped updating for the testers as I am undergoing a major... overhaul is not the word, but polish phase of sorts. Testers have been playing a version of the game where everything is unlocked and free the whole time, but since most of the game is progressing what you have access to, they don't really get the feeling of playing the game for real. So I'm working to make it actually have progress as an element.

And in the process I am making something so secret and SO SPECIAL that I have not even told the testers I am working on it yet (in fact, I haven't even committed the code yet, so not even the official Hamumu Tech Guru, SpaceManiac, has seen it). Who knows what that could be?

So where is the game in general? All game modes are done except for two, and they are of course the two hardest. I'm not ready to figure out how they will go yet. I've also made four of the eight bonus weapons. Only thing slowing those down is that I consider that a treat, so I'm saving them for when I deserve it. But in more exciting news, a major major thing is happening regarding audio elements in the game (which are a massive part of the game). I will have more information on that later, and it's gonna be tres cool.

Boy, I hope after the years of effort somebody actually cares that this game exists. It's a lot. And it's SO stupid. This month the stupidity has easily grown by over 100%. You're gonna love it if you're Hamumian, although it is in a whole different world than, well, every major game I've released. In totally unrelated news, here's a song I really enjoy:

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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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