Bloody Paws demo release soon
Our game's coming out on
itch on 15th, final visual polish is being done alongside bug fixes. A bit of a crunch, but i think we'll get it in time :D

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Bloody Paws demo release soon
Our game's coming out on
itch on 15th, final visual polish is being done alongside bug fixes. A bit of a crunch, but i think we'll get it in time :D
Bloody Paws 6.2
This update has been more focused on the UX instead of purely visual work. Fixing fatal bugs, making some quality of life changes to core mechanics and making progression work better, so there's not much to show off through screenshots and whatnot. In two weeks from now, we'll post a proper itch io link to the game :)
We plan to participate in the prague game accelerator and push this project past being a semestral work. Improve animations, make more levels, add some semblance of a plot, so on and so forth. So cheer us on for that :D
Bloody Paws 5.26
The college semester is slowly coming to a close, and so is our development time! At this point, most of the work we do on our game is related to visuals and general polish of mechanics and basic optimization.
It's really funny how when you begin studying game design, you realize just how little 5 months actually is time-wise to make something sensible.
We're also working on making a short comic that'd be shown right before the game to bring the player up to the context of what's going on
Bloody paws 5.19
This week was mostly about the visuals work, most notably improving the shooting to be faster and more satisfying. Instead of enemies receiving different damage from different weapons we've decided to try out making the gun the high risk high damage option and knives being the less damage but safer option with their life recovery.
we have exactly a month left to push out a sensible beta version for the game for the college so wish us luck :D
Bloody paws 5.12
Now that there is a more-or-less functional alpha version, it's time to invest time into visuals proper. One of the more notable additions among many minor fixes and adjustments are a tutorial level and a much more vivid reaction to being damaged and using Frenzy(although i will make it a bit less epilepsy-inducing soon)
Feel free to give our current testing build a go!
Bloody Paws 5.5
I've been on a vacation last week, but now I'm back and kickin' with my team once again. One of the things we've done is added a background, so now it's a matter of doing some visual polish to make it feel even more natural as a paralax background. Also, now the character finally have some hitstun and a reaction to getting hit. (yes, the placeholder voice is Heathcliff)
Another important thing is now we have a working boss, which you'll be able to fight in our next build which I'll post sometime soon! :D
lmao
lmao
Bloody paws 21.04
New environment, background concept!
Second half of the level no longer looks like a barren wasteland(it still kind of does) but we've been working on the props for background and a tileset to wrap the level up.
Background concept is moving along, our second artist has been working on things to fill out the empty space in our BG, so things are going to look pretty put-together soon! Boss concept
The final enemy is coming along as well, as an amalgamate of the inhabitants forming into a hostile cancerous lump.
Bloody Paws 14.04
We've been working on visuals now, finishing up the enemy sprites and making a new tileset. Our goal right now is to bring the game to some kind of a working alpha build that has a degree of simple visuals and the working core mechanics. Here's to hoping we can manage this unil the end of the week :D
Bloody paws 8.4
Now there finally is a working weapon switch, and your blood is consumed as ammo, while hurting/killing enemies refills your supply. Gonna make a working playtest build once that is done. Next up comes some polishing of the animations and making proper spritework for the enemies :)
Bloody Paws 31.3
You know i kind of realized that i should be posting dev logs and whatnot when I'm working, so here I am lmao I've been working on a simple platformer slasher/shooter game with a few of my mates as our semestral work, Bloody Paws. Last week, i've done an overhaul of the melee system to have a combo and a dash to make the gameplay more engaging and combat more rewarding.
The plan is to have a weapon switch system between melee which recovers your health and a rifle which uses your health as ammo. During this week, I'll try to finish the melee proper with air attack and whatnot, and get started on making the weapon switch system work.
succubus evolution idea i've had recently
my job made me so angry recently that it legit gave me motivation to continue working on my indie game to escape that corporate hell.
Hi everyone! I finally managed to depict a figure that's been in my head for a while, but it was abstract. I'm incredibly happy! I made a bunch of art with it :-) I'll post them every two days.
Commission work for Shin
New character i had to devise for a roleplay: Yulan, Wang Family servant. Sort of retired grade 1 fixer making a living as bodyguard and maid at Wang of the four houses. Effloresced E.G.O.: Dragon Turtle
girls kissing (Rue credit to Luka)
girls kissing colorized