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Gennady News

What's in the box?

As players progress through the biome, they will occasionally come across metallic containers — chests.



We’ve developed a highly flexible system for configuring chests. It allows us to set the drop rate for various items, their quantities, and even how frequently players encounter these chests.



In addition to consumables that restore health or shields, chests can contain unique artifacts of varying degrees of usefulness. Players can also unlock new artifacts in the chests, which, once acquired, become permanently available for purchase in Sho’s shop. Each biome will have its own unique pool of artifacts.



We’re currently working hard to release the game’s demo version, so stay tuned for updates and follow our social media channels to make sure you don’t miss it!

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They Crawl Inside

Initially, the currency in our game consisted of classic coins scattered across the rooms. Then we transformed them into larvae — a living currency inhabiting bio-blocks and enemies. Now the larvae have become more selective, organizing themselves into clusters within arrays of bio-blocks. Along the way, the bio-blocks themselves have undergone visual changes. Why all this fuss? Let us explain.

Surrounded but not broken

When we first came up with the idea of "living money," it seemed flawless. The larvae quietly lived an invisible life inside the bio-blocks, evenly filling their interiors and scattering when destroyed. In the early stages of the game, when players were just getting familiar with the mechanics, they happily destroyed hundreds of compressed blocks to collect the cherished golden larvae. However, as runs repeated, the monotonous farming began to wear thin.

Aimless acts of violence against bio-blocks

So, we revamped the larva distribution system in our block structures. First, we ensured players could visually distinguish empty zones from those filled with coveted gold. Second, we taught the larvae to form large clusters within sections rather than being scattered into isolated points. This helps players focus on their mercantile goals without getting bogged down in trivialities. We implemented this by applying a noise map generator to the layers of bio-blocks, creating a pulsating, dynamic pattern for your financial prosperity.

Purposeful acts of violence against bio-blocks

Additionally, we updated the design of the bio-blocks, making them stand out more clearly against the background of regular tiles. We hope this makes navigation easier for players.

Meanwhile, the grills in the dining hall were being lit.



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I'm the Danger

Have you ever had moments in games when you had to take a leap of faith into the void beyond the screen, hoping you wouldn't land on something sharp? 'Danger Sense' is designed to help in such situations. It’s a system that assists players with spatial awareness by marking dangerous areas out of sight in real-time.



We wrote a script that attaches to every trap and enemy, whether it’s a huge pit, spikes, or a creature. The script projects the dangerous object onto the camera's edge, and if it’s out of the player's sight, a ‘red warning’ appears in the appropriate spot. Moreover, if the object is temporarily covered by a falling bio-block or platform that can be stood on, the system won’t mark this segment as a threat.



This way, the player always knows where they can safely land after a jump and who’s spitting caustic slurry above their head.



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Left crown, right down

It's been a long time since we've been in touch, but we haven't been sitting idle. We were carefully working out the combat system for our first “weapon” of furious fists.



Honestly, on paper, the development of the combat system looked simple: character hits, mob flies off. But we encountered a lot of pitfalls. From how a character should hit depending on the combo accumulated, to how to make it possible to hit on the move and not get accidentally slapped.



Furious Fists has a combo system that changes the characteristics of the punches in each stage. Each stage has its own damage, range, and attack frequency. The final combo punch sends the character forward like a mini-burst. And there are also air kicks. And all of these actions can be performed while on the move.



Almost immediately we realized that the attack range in the stitched animation is too short. In such dynamics it is very difficult to accurately fit the fist to the alien face. So we decided to increase the attack range, and to accompany this action with an appropriate animation.



Initially, the stages of combos were gained not only during the mess with mobs, but also when destroying bio-blocks. But we eventually abandoned this solution, because the final combo attack, in all this green madness, it was impossible to track. And often there was a situation in which the character flew forward under the press, to certain death, without caution.

Where am I?

How hard should the mob fly off on hit? How long should it stay stunned? Do all mobs bounce back the same way, or are there some that are more resilient? And should every hit bounce back with the same amount of force? And so from the question “how hard does a mob bounce” we had a carload and a small cart of questions, each of which needed an answer. What we did as a result: some attacks, including the dash, repel mobs more strongly. At the same time, each mob has its own weight, which affects how far it will fly away after the blow.

Weight comparisons between the Hard Worker and Tvar

All these nuances can be perfectly observed in the moment when the character, without stopping, goes and hands out smacks to the right and left.



We agonized for a very long time with the combo system on the furious fists, and the result feels comfortable. It's easy to get used to. The next “weapon” we're going to start working on is a damn unstable blaster. This is the one that the development will really go easy on. There's just a character taking a shot, and the projectile goes flying. Doesn't it?

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Gennady DevLog #5: Everything new is the old well forgotten

Gennady features many classic game mechanics that we've tweaked to fit our vision. This is felt in everything from level design to individual game systems. We've always loved it when something new and different is brought into the mundane tropes of game development. In this develog, we're going to share with you a mechanic that basically came out of an old, but universally loved game. In which you just have to shoot ducks.

[h2]A fatal shooting gallery[/h2]

As the run progresses, the player accumulates full pockets underpants of all sorts of junk. And although death in the game - a fairly common phenomenon, it's a shame when all this hard-won good simply disappears. And that's where the fatal shooting gallery comes in! The idea is quite simple and, as mentioned above, comes from the game Duck Hunter.

Intermediate iteration fatal shooting gallery

After dying, the player is given the opportunity to return a certain amount of junk that he managed to collect during the run. After shooting a certain number of items in the shooting gallery, the player starts his next run with them. The cards fall at random amplitude and at different speeds. All these parameters we can adjust to smoothly customize the difficulty of this mini-game.

We hope this mechanic will help players save useful items and not get too down on themselves after accidentally dying in a long run. And yes, fatal shooting gallery is the working title, because it essentially starts when the character is already dead. But Postmortem shooting gallery sounds even worse. Do you have any better ideas?

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