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Los Pingheros News

Join the Adventure! 🐧

[h3]Hey Pingheros![/h3]

Welcome to our Steam page! A special ‘Hallo’ If you’ve just discovered us through the Future Games Show at Gamescom.



We are extremely excited to unveil Los Pingheros! A project we’re passionate about and have been working on for quite some time! It’s not just another game, it’s a game that we hope will bring you a lot of joy and laughter as you go head to head with other players and friends over chaotic modes!

[previewyoutube][/previewyoutube]

Los Pingheros is a game for everyone, be it a competitive gamer or one just looking to have some laughs with their friends, we feel Los Pingheros will capture your attention and give you hours of excitement and fun! Be it our chaotic game modes, thrilling fights and cute penguins 🐧, Los Pingheros has something for everyone!



We’re excited to welcome you to the game during our next playtest! Thanks for joining the Hectiq Studios community, we can’t wait to create some laughter and memories with all of you!

See you in the snow capped arenas! ❄️🐧

Thanks for playing! 🐧

[h3]Hey Pingheros! 🐧[/h3]

Thanks for playing! It’s been amazing to see you playing and enjoying Los Pingheros!



This playtest has now ended but don’t panic! We have a new test coming with new content and improvements.



For everyone that did play, we would really appreciate if you take 5 mins to answer this short survey here
▶️ LINK ◀️

For all things Los Pingheros, follow us on Twitter (X), and join us on Discord.

Have a great week everyone and thanks again for your support throughout! 🐧

DevBlog #3: VFX Creation, and the use of symbols

Hola fellow Pingheros!


Today, I want to share our thought process behind creating visual effects (VFX) for our game, and how we integrate Mesoamerican iconography into our designs.

In this post, I'll be focusing on area of effect rings for our bombs.

Our goal is to make the area of effect visible before the bomb explodes more engaging, communicative, and visually interesting.



It may look OK now, but I find that the great challenge in VFX is finding how to make something that works even greater.

[h2]References[/h2]

The first step is to gather references. I start by examining games with intriguing VFX styles and select the ones that inspire me the most. I focus primarily on how they render their circles and how these circles behave. Key aspects I consider are their value, shape, color, and the contrast between these elements.



[h2]Mesoamerican symbolism[/h2]

Next, I explore Mesoamerican symbols, selecting those with shapes that could complement the style of our VFX.

This symbolic language is incredibly vast and diverse. My goal is to reinterpret these symbols in a more graphical and aesthetic way. In our modern society, we use different symbols to convey various concepts, and I want to repurpose these ancient symbols to communicate modern, video game-specific ideas.

This approach will help us create a truly unique style.

I look for shapes that are clean and simple, easy to draw and repeat, and that offer a good variety in form (triangles, circles, waves, etc.). This will allow me to develop a symbolic language that effectively communicates different aspects of game design.



[h2]Shapes[/h2]

To communicate upcoming effects effectively, we establish clear rules to follow.

The first step is to find shapes that are communicative even without relying on color or shading.

We begin with the most basic FX elements and build from there. I started with a simple circle and experimented with various symbols, pushing the design to its limits. My aim was to strike a balance between decorative elements and readability.



I apply these rules to our game by designing specific circles for each of our anticipation zones.

These symbols form the core of the effect, and everything else—colors, design, and animation—will revolve around them.

The more dangerous the incoming effect, the more I incorporate sharp, threatening shapes into the circle. As the threat level decreases, I remove those aggressive elements, shifting towards a more neutral visual language.



Just like in the game’s UI, these lines are hand-drawn, with imperfections emphasized to mimic the hand-crafted feel of Mesoamerican symbols. This approach also adds a fun, quirky, and dynamic style to our game.

I’ve also incorporated more illustrative symbols within our effects, which serves as a playful way to represent the various hazards players encounter in the game.



[h2]Value & colors[/h2]

Finding the right shapes was the most crucial step. Now, I can fine-tune colors and values to align with our elements and hazards.

The more dangerous an effect is, the higher the contrast. Since our ground is bright and blue, I use warmer and darker colors to create the necessary contrast.



[h2]Animation[/h2]

Even in our VFX animations, I focus on building movement around the shape design.

I aim for the animations to feel snappy and cartoony, with contrast being just as important here as it is in shape and value.

For example, the shark tooth symbols move back and forth, simulating the motion of a shark striking the ice beneath our feet.



For the bombs, I mirror the ticking timing by squashing and shaking the circle with each tick.

To add a sense of progression, I gradually increase the flickering speed over time.

This repetitive choreography helps players easily track the cooldown’s progress.



[h2]Result[/h2]

After revisiting these effects, I can confidently say they’ve significantly improved in every aspect—whether it’s readability, communication, or aesthetics.

The biggest challenge was finding the right balance between our existing UI style and our in-game art style. However, this work serves as a solid foundation for how our VFX will evolve and develop moving forward.

Before



After

Join Steam Playtest now!

[h3]Greeting Pingheros![/h3]

Our second Playtest is available now! Click “Request Access” under “Join Los Pingheros Playtest” to install the game and get ready to play.

Players who request access will be invited to participate via an email from Steam with download instructions. Don't forget to check your email (and spam folder) to access the Playtest!

https://store.steampowered.com/app/2418600/Los_Pingheros/

We're adding Bots to Los Pingheros! They will help players to practice and grow in skill before going online. You can now add up to seven bots to your custom games in Los Pingheros.



if you want to know more about the new feaures introduced in this playtest, you can check out our DevNews on Steam!

We invite you to dive into these updates, especially the new bot feature, and let us know how they’re impacting your gameplay. Join our Discord and share your feedback with the development team.

We hope to see you in Mexico! 🐧

🐧

DevNews #2 - New map, new mechanics, and a legendary skin!

[h3]Hey Pingheros![/h3]
Let's go for the DevNews #2!

[h2]Menu[/h2]

The main menu will get some visual tweaks in certain sections to make it easier to read.



The bot system will be integrated into the game and will have options for inclusion in your matches.



[h2]Game[/h2]

A brand new map is coming: Boya Bye Bye 🐧



This map introduces a new environmental mechanic: buoys. Be careful not to jump on them, you might be in for a surprise!



We've reworked some effects like...

The bomb

The shark

A brand new legendary skin will join the highly coveted Los Pingheros collection. This legendary outfit will adapt to the color of your Pinghero for even more style!



[h2]Bot[/h2]

Our Pinghebots have taken their first steps! They're learning the basics just like any new player.



[h2]Event[/h2]

The Pingheros are also packing their bags and heading to the Gamescom and Futur Game Show!