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Hi all,
Firstly apologies for the lack of updates. There has been lots of work going on in the background but not much communication. Spelly Cat has spent the last 3 months experimenting with elixirs, conjuring concoctions and invoking incantations in order to overcome the most perilous path of game development: finishing the game!
First Stop: London!
[img src="https://clan.cloudflare.steamstatic.com/images/44389962/ede0c87782c2dc8c6dddd9ee99096509fddc1b21.jpg"][/img]
In April I was lucky enough to be invited to go to London to show off the game for London Games Festival. It was my first time taking Spelly Cat overseas and I'm so happy it was received really well and I got to meet some amazing developers and lovely people to play and chat about the game. I also met with investors and publishers at the Games Finance Market, showed my pitch deck and got some great strategies and advice about how to progress with development.
The other thing they all said was 'There should be a mobile version'...
Having developed the game originally for PC (written in Python! there's a whole story behind the reasons for that) my plans were to finish the release on Steam then look at porting the game. This would then require rewriting the game in a different engine to be able to support mobile and other platforms. There were also features regarding language, accessibility, controls and display options that I could see being difficult to implement in the current engine.
So after returning from London I tried a few different engines, looking at features, supported platforms and learning curve. In the end I decided that Godot would be the best way to go - I'd be able to finish the PC version and also test it for mobile at the same time.
Back to Square ... 4?
It's been a little bit starting from scratch but the level generation back end is all working and I have a few of the game modes done. There's start and level selection screens and animations and explosions and it's all coming together.
I hoping to at least get the same amount of content as the demo contains by the end of this month to be able to share that with you all. If all goes smoothly I can update the early access version soon after and look at finishing the full release by the end of the year.
Also anyone attending AVCon in Adelaide this weekend can get as sneak peek as Spelly Cat will be in the Indie Games Area
Thanks and stay tuned for more updates!
Jed
A few graphics updates and fixes for incorrect fonts loading on steamdeck Better feedback for blanky word Daily modes of Longy word added Daily Mazey word now has a hint feature
Has been a busy last couple of months so just a small update to show some love and thanks to all the people who have supported the game so far! >^w^< Changed Bonus content to 'Love World' Blanky word now shows number of words left to find Some tweaks to level sizes for some level types in story mode
Special holiday update will a few little fixes and a Xmas themed level - Enjoy!
* Fix daily mode to prevent moving through walls that could lead to incorrect paths. * More tweaks to custom level modes (still in progress) * New animations on level complete * Blanky mode highlights words and allows completion when all words are found - no need to fill in all blanks manually * Fixed some incorrect naming of puzzles Overworld keyboard controls currently not implemented
Steamdeck build working! Just touchscreen support at the moment but progress! - Overworld tweaks - added buttons for moving between worlds - finishing a world now unlocks custom level selection, make your own levels of different sizes for fun, challenge or help to complete the books.
- Fixed bug causing crash if level or world exited before finishing a level - Fixed daily mode 'shortcut' where you could go through door without tracing the full path
Fixed title screen audio Finishing a level doesn't automatically take you to next level Fixed Spell word being drawn over pause menu Fixed level generation issue in FULL that caused error 'k=11' New mode BLANKY WORD now a level type that can be generated Can no longer keep pressing grid when level completed to spin grid indefinately Fix level generation when book 100% completed Steamdeck compatibility still not confirmed working but have had reports of players being able to run it using Proton. I'm working with Steam support to get the native Steamdeck version to show up so hopefully this will be resolved soon Thanks so much for you support and feedback
Check out Spelly Cat - a cosy puzzly word game with developer Brkn Fixie
Check out Spelly Cat - a cosy puzzly word game with developer Brkn Fixie
Spin the blocks to unscramble the words!
Spelly Cat combines word games, jigsaws, mazes and block puzzles into a fun and challenging game that is perfect for players of all ages. The levels are randomly generated, so each time you play, the challenge is different.
Features:
Fill your spell book and adventure through the land of Abecedia
over 10 different puzzle types
12 worlds - each with their own themed word puzzles
DEMO OUT NOW - Click the Download link to check out an early access sneak peak. There might even be some bonus content if you finish it!
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