game development blog

Update v0.6: Greater Spikewurm

Update time again woo!

Well, what I took for a one-week task (revamping the evolve menus) ended up taking waaaay longer. For a while I thought I’d perish, I thought they’d find my body under a pile of failed menu mockups, but somehow we did it! This must be how Charlie Chaplin felt when he invented flight or the human sandwich!

imageHere’s another gif illustrating the origins of the Greater Spikewurm.

So we have revamped evolve screens, along with two new monsters, an in-store GUI to show what gear your hero has, a tally of your boss kills on each profile, as well as a bunch of cleaning-up on some of the older systems that have been needing a bit of a revamp!

See the full change list here

I hope you like it guys, and never stop helping by letting us know what you like, what you don’t like, and if you come across any bugs or issues! Whenever you find any problem no matter how small, just remember IT WAS ALL SOMEONE ELSE’S FAULT!


Working working working

Just a little update on what we’re working on

It has been a while since I’ve posted- we’ve been hard at work getting the new menu implemented, which has ended up a bigger task than anticipated. It’s now at the stage where Dave is hard at work getting things functional in-game, and I’m able to move on to more fun stuff- by which I mean making more monsters :)

I’ve made another tier 4 guy which I’ll keep as a surprise for now, but also I’ve finally got around to making an upgraded slug! I’ve always liked the slug so much, I wanted to make a stronger version to use in the late-game, so here it is:


Hopefully this menu stops taking forever and we can get on with the rest of the update and get it out to you all soon!


Menus and HUD stuff

What’s going on with Crawl?

Aside from our two-week break to make a stupid free mech basketball game, we’ve been full-steam-ahead on Crawl.

This update, we’re focusing on some core stuff to do with Menus, HUD information, and simplifying our currencies to make for better communication. Definitely not as fun as making more monsters, but we’ve been putting it off for ages so it became very important to do another pass on it all finally.

I’ve been doing a lot of mockups- here are some of the more interesting ones:

imagebasic art/animation design for evolving monster

This is my basic design for what it will look/feel like when you’re actually evolving monsters- I wanted the hands to bring a little flavor, to imply that it is the god choosing and upgrading the monsters. You can see I haven’t animated the smoke effect, as that will be done with particles in game. I’ll hold off til I’ve got the real deal particle system to work with, but I’ve figured out the basic size and color/value stuff here. it’s probably a lot more saturated and purple than the final will end up, but all the ground work has been done, and that kind of minor stuff will be tweaked at the implementation stage.
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Here is a free game!


We did it! We make our silly basketball game in two weeks, and now we’ve packaged it up and it’s ready to play!



It’s local multiplayer, for 2-10 players, and it really is an explosively ordinary game of basketball, with absolutely nothing weird going on and DEFINITELY no giant robotic death machines!


Powerhoof game jam complete!

Regular Human Basketball has arrived

Working on one big project for years can be exhausting, so we thought we’d freshen ourselves up with a little game jam! We took two weeks off and made a completely stupid little multiplayer basketball game.


It’s called “Regular Human Basketball” and really the name says it all. You play basketball and are a regular human, definitely not a giant mechanical death machine! We’ll be releasing it for free later in the week.


Crawl Regular Human Basketball


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...we are an independent games studio, located in Melbourne, Australia. Get a load of our video games!


Programming, Design, Hat thief


Art, Design, Former hat owner