Late Night Gaming Staycation

Took a little “vacation for the mind” this weekend. Didn’t work on Squishy Bugs, and for the most part stayed away from the real-work-that-pays-the-bills type work. I blame Google Play and the $0.25 sale that has been going on every day for the last 5 days. Dungeon Village by Kairosoft is the shining star in the bunch that I’ve really enjoyed. There was also a little effort in saving the universe in Mass Effect 2, and some Assassin’s Creed.

Getting back to the state of Squishy Bugs, it’s nearing completion. Just doing things like making the font bigger here, shrinking it there. Filling up empty space or making room where the font is too big or small. Making sure the font lines up… lots of little details.

Aside from the “social” aspect (Facebook and Twitter sharing) I’m calling the game feature complete. From here on it’s just an effort to make the game shiny (and add the social sharing buttons when the polishing is done).

One “big” thing to note, the high scores need to be reset. To get technical, it was too hard to link meta data to player’s high scores. Things like the elapsed time, or number of tiles squished, to name a couple. Perhaps not a huge requirement for a game like Squishy Bugs but I’m writing the server-side api (an optional feature of Squishy Bugs) to be forward-compatible with games that are not yet written. Basically, any/all games I create in the future. So it’s best to get that fixed up now before Squishy Bugs 1.0 is out the door.

EDIT: There’s also that Squishy Bugs tutorial I need to get around to finishing…

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