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Create free accounttonight our typology today that means and Mallory Burke the art style a little bit first of all let's find out what we need to rework so let's set for look at the game Roger lists with things that we need to improve today we'll see how far we get I think we might not manage to do all of this I want to increase the background very important Mouse visibility because oftentimes you just don't see where the mouse's I'm not quite happy with the creature explosions I mean that's a little bit cooler than the transition between X and which are so when they're either when the creatures turn into X or when the external temperatures that transition needs to be improved a bit with a pair of particles so you don't get confused if they are part of the game player or not if they deal damage and not so you might have to rework that a little then if we rework the background that means we will have to change for this bonus look to feedback this further down on the priority list but also something that we should change and then when
enemies destroy one of your X there needs to be better feedback as well so those are the things we need to change first of all I think I'll have to do some photos to improve the art style [Music] player-character animate this the first thing I have here is just black we can use that for the background as always let's speed this up a bit this is three thousand percent speed just starting to take photos of stuff again just thinking about what rights I could need here I'm taking pictures of destroyed eggs or egg shells so it can make the shells fly away whenever an egg is destroyed here I'm writing some effects just putting the playdough on the paper just taking a
lot of different pictures I don't know yet if I will use all of them but I'd rather make a bit too many so I can just focus on the digital part later on and I don't have to switch between tasks all the time because switching between tasks slows you down quite a bit I want to get the photo part done right now okay let's go to digital seems like all of these photos are done let's start with the background shall we here I'm taking just the one image I took from the black clay doll pattern putting a lot of them right next to each other is diluting the etches so it like looks like a big area I didn't have that much played or but quite easy to create
that area in Photoshop so let's add some stars that are out of play-doh as well this one of the tips you guys gave me to make the background in the same style and I think it's a pretty smart idea but obviously because I suck at creating backgrounds I don't really get it right the first time and made it right way too colorful way too bright and what I'm doing right here will not work but we will come back to this play-doh style later on so here I'm trying my backgrounds in game maker and I'll see the show that doesn't work as expected so here this bluish person is already a lot better but I didn't realize that it was still too bright so I keep experimenting with other useless stuff here I just decided to remove the stars
again this will not be the final result of this video but while creating this style while we work in the style I thought this was the best solutions or went with this as I said later on in this video this will change again so there's a lot of stuff I did in this day so I don't really know at all the time what I'm doing because the video is really just going so fast and I can't really follow with everything I'm doing here I'm clearly working on the background because I didn't want it to be static I wanted to have a bit of animation a jiggle a movement effect so I'm writing a shader that makes that happen wasn't happy with the first shader you're already working on the second one looks a bit ugly but it's a
really subtle effect when you see it in real time it's just moving a little bit obviously if you speed it up that much it looks really weird and wraps way too much attention here again trying different colors cutting out the cars are the mouse cursor so we can finally have a bigger mouse cursor that everybody can see you're cutting out the play-doh to create the particles out of them honestly don't look really look like play-doh anymore they look more like normal brush strokes or anything like that but hey it's still play-doh so and I think it still counts [Music] so what am I doing here really trying to figure it out probably working on the particles that would be logical the job
because I just cut them out guess that's what I'm doing I do such a great job face explaining what I'm doing you so basically I for the particles I just gave them random rotation and then made them fail out nothing nothing special really simple stuff they also scale with the speed that you move your mouse so the faster you move your mouse the bigger are the particles recoloring the mouth of the just frying which color you see best on this background then obviously one mouse button creates white particles and the other mouse button creates pink particles so when you watch somebody play you always know which mouse button they are pressing also
please play gives you a bit of extra feedback [Music] did a lot of little things like the transition between X and lair creatures maybe that's what I'm working on right here so the player creatures scale up when they hatch out of the eggs and the eggs and kind of scale down at first and then they have a bit of a jiggle and same goes for enemies they also scale up in the beginning but I think I haven't coded that yet I really need to get rid of that ugly ugly starts doing the so extremely ugly I don't know why I put it in in the first place Oh
yeah typical Jonah trying different backgrounds again you wear the outsides absolutely amazing that's where I made a little break but now it's already 16 o'clock so I need to hurry up so let's get back to work here you can see me cutting out sprites and Photoshop this is nothing new so let's just skip that it's boring back to coding again I don't know what's going up it's going way too fast probably coding some things maybe just making enemies for both of us for nerds they are now cut out and spawn enemies
this is the screen shape whydid game maker studio to change the fuses turn into that weird camera and star I guess it's okay but I had to figure it out [Music] this is spaghetti G everybody I'm sure we can they're objecting [Music] [Music] explode you can even create okay let me
show you what I've got I think I have a really cool background the one I'm going to show you right now it's not the one I'm talking about but this kind of cool as well it is wobbly background I'm able to wobble a bit this is not as cool as the space background we had before bit boring and loses a lot of its depth so doesn't really feel like it's all that 3-dimensional anymore you can see I added a lot of feedback elements though some nice sparks when you turn them into X and you can move the X when you swipe over them which feels super cool there's green shake when you make your creatures explode which also feels super cool just
feels a lot better already just cause I added a lot of little feedback elements the creatures scale up now when they hatch out of the eggs they just don't just talk and they're there but they scale up the spawners have new graphics not that fleshy weird shiny light anymore but also something I modeled out of play-doh I like them too I'm not quite happy with the explosions yet of the way that these creatures explode we'll probably need some further changes but let me show you the background that I love the most which is [Music] this one so it's the one I made in the
very beginning out of play-doh and little modeling you know the previous versions didn't really work all that well because they were too bright now I have a darker version of the same background and I think it works really well feels really cool and the style already feels like a bit of a rounder thing I guess obviously you can tell me what you think about the background did you like the previous one better do you like this one better I think I like this one better and we can do a side-by-side comparison I hope in the editing [Music]
[Music] [Applause] [Music] I didn't manage to do everything on my list for example I didn't have time to create some cool feedback when you win or when you lose the level I love to make these things jiggle here bang already feels a lot better I can't wait to add sound I think I managed to achieve my goal to get it in
a somewhat presentable state we're getting closer and closer to something awesome [Music] Oh hahaha the future that is laughing leave your feedback what do you think about the changes I appreciate you taking part in the discussion you make this game a better game and I thank you and I hope you learn something too and found this inspiring and interesting Thanks [Music]
This development log details the iterative design process for an indie game, focusing on refining visual feedback, background aesthetics, and user interface clarity. The primary objective is to improve gameplay readability and player immersion by addressing specific issues, such as poor mouse cursor visibility, confusing particle transitions during creature hatching, and a lack of tactile feedback when interacting with game objects.
The methodology centers on a physical-to-digital workflow, utilizing play-doh modeling to create assets. By photographing physical models and processing them in Photoshop, the developer maintains a consistent, handcrafted aesthetic. Key technical implementations include the development of custom shaders to provide a subtle, animated "wobble" effect to the background, and the integration of dynamic particle systems that scale based on mouse movement speed. To enhance user experience, the developer implemented color-coded particle feedback for different mouse inputs and added scaling animations for creature hatching and destruction, which significantly improved the game's sense of weight and responsiveness.
The project highlights the challenges of balancing artistic style with functional design. Initial attempts at background creation were discarded for being overly bright and distracting, leading to a final iteration that utilizes a darker, more cohesive play-doh-based aesthetic. While some planned features, such as specific win-loss state feedback, remained incomplete, the process successfully achieved a more polished, presentable state. The findings emphasize that small, incremental adjustments to visual feedback—such as screen shake, particle effects, and object scaling—are essential for creating a satisfying and intuitive player experience in an indie game environment.
The games and companies this document names on the inner ring, other documents about them on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Thomas Brush · 2026
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