Cally’s Caves 3 Free Expansion “Melvin’s Prototype Factory” Coming Next Week!

After a busy couple of months, we’ve just submitted a huge new content update for Cally’s Caves 3, “Melvin’s Prototype Factory.”  The update should be out for iOS and Android next week.

Screenshot 2015-09-28 18.32.27

This is the biggest update we’ve ever done for a game, and will include a bunch of new features:
Screenshot 2015-09-26 16.46.53

Massive New Zone:
We’ve added a whole new 34-level zone, with all-new art, a fully functional map and lots of Checkpoints.

Screenshot 2015-10-05 14.52.33(2)

New Weapons: 3 new weapons and their final forms can be found in the new Levels!  Try using the power of the Slimes for your own benefit with the Slimegun, trap enemies and prevent them from hurting you with the Web Shooters, or use the Bow and Arrow from Cally’s Caves 2 to pepper enemies with arrows.  All of the new weapons have 4 evolution tiers, and can be used throughout all of the other game modes.

Screenshot 2015-10-02 12.23.41

New Enemies: Melvin has been creating bosses in his prototype lab for years, and to destroy him, you’ll have to defeat them all!  5 new enemy classes with unique behaviors mix up the combat and test your skills.

Screenshot 2015-10-01 13.52.25

Beyond all of the new content, we will have a ton of bug fixes and optimizations including the following:

iOS

  • fixed issue where Final Bladegun isn’t being awarded for beating Survival Mode
  • fixed issue where Bera would sometimes transform into Cally in “Bera: the Long Way Home”

Android

  • greatly reduced frequency of video ads
  • fixed missing Sniper Rifle issue – find it in level 101
  • fixed rating message in pause menu
  • fixed several small resolution bugs
  • several new tracks on the soundtrack

We are also happy to announce that the expansion is totally free and is not an in-app purchase or anything like that.  We wanted to find a way to thank all the people that have downloaded and supported Cally’s Caves 3.  We will have at least one more free expansion out before Christmas, and an announcement of our next project shortly after.

melvinszone

KatataK Released by our Friends at PixelSpill

Hello all, we have some dev diaries coming soon for Cally’s Caves 3, but in the meantime we wanted to share some exciting news from our friends across the pond.  PixelSpill is a UK-based game developer that we’ve worked on a few game jams with (See Skylands and Blopathon).  They’ve just released their first game, KatataK on the Appstore in collaboration with the popular Youtuber Tomska.  It’s been so cool to see Twitter blowing up with people talking about KatataK, so join the discussion and go download KatataK today!tumblr_static_tumblr_static_99d9ggkvw5k4os0s8coo0g8ks_1280

Original Cally’s Caves 2 Design Document

We were just going through our archives, and we found the original design document we made back in October 2013.  How much did we stick to the original design? The text of the document is as follows:

Cally’s Caves 2

General Plot Synopsis

Intro – told in a series of slide animations

After saving her parents, life returns to normal for young Cally.  One day, as she is browsing Facebook on her phone, she gets a Snapchat from Dr. Herbert showing her parents have been kidnapped AGAIN.  Knowing what she has to do, Cally sets out into her backyard, ready to journey into the caves once more.

Continue reading

Development Diary #5: Player Movement and Screen Real Estate

A lot of the decisions behind the original Cally’s Caves movement and combat were made based on the platform the game was shipping on.  Screen real estate is a big issue with iOS games, especially ones that use virtual controls.  A few years ago, an iOS game came out called “Pizza Boy” that utilized a virtual control idea that I thought was brilliant.  Instead of including a virtual joystick that would move in 4 or 8 directions (or using 4 directional buttons), Pizza Boy used a “slider” for left and right movement and simply did away with up and down movement.  I’m not sure if it was the first iOS game to use this tactic (that may be League of Evil, or others), but simplifying the control scheme like that minimizes the amount of screen real estate dedicated to controls.

Pizza Boy for iOS
Pizza Boy for iOS

Continue reading