Creatures of the day — hookshots, heartbeats, and faeries.

More created creatures! Did some more graphical work to bring them to life. Since having a big ol’ eye in the center was confusing since eyes are a literal organ that matter ingame, I replaced it with a pulsing heartbeat. On the todo list is to maybe link it up with a pacemaker neuron in the center of the brain to really drive home the brain/body connection.

Oh also now there is kelp. And little blue faeries. Since all the art in the game is vector-based, I’ve been looking for ways to show off its unique capabilities. Realtime point-by-point modification of graphics is not something I see a lot of games do, so I’m excited to keep exploring it.


There are hookshots now! Good way to get around…


…and to catch prey.



Creatures of the day: breathing and player-versus-player races!

RACE MODE! Compete against another random player-created creature to reach the end of a short tunnel. It’s harder than you might think.


In order to make the creatures seem more animal-like, I made the central circle more eye-like and added a slight breathing effect across the entire body.


Playing around with using touch feedback to drive motion instead of pacemaker cells; it makes swimming feel more fluid.


I’m not really sure what this creature of the day is besides big and pink. Was going for tardigrade? Sorta doglike.

Creatures of the Day: interactions!

This was an exciting week for development. The biggest changes is that I added support for multiple creatures and a few ways for them to interaction. Creatures can latch onto each other / the ground with suckers, and cause damage and disassemble body parts with stingers (first step towards predation).

There’s also now two introductory levels that teach the basic of how to weave and control muscles. The learning curve and UI still have a lot to be desired, but I’ll be adding more tutorials over the next few weeks.


All this led to me needing to change enough things under-the-hood (I was up til 2 last night fighting with the coordinate system for rectangles UGH) that the old saves no longer would work (and it broke some of them? oops. 😐 not unexpected though) so I’ve bumped up the version number to v0.2.

Development during a Kickstarter campaign is fun (immediate feedback by invested players!) but dang does it split my priorities. I’m so excited to be moving towards the ability to have an ecosystem of user-created creatures, though!

Gorgeous koi, twitchy frogs, and a lotta derp.

So, it’s been an exciting week! We still have a long way to go, but my spirits are buoyed by the fact that people have been making some really amazing creatures (though I think they’re *all* beautiful).

I’ll be sending out weekly digests of creatures, so if you wanna show the world what you can do, head on over to the demo and post a link or screenshot in the comments or the subreddit!


(see them at the Kickstarter update)

What’s up/next:

My first and foremost concern is to keep getting the word out on CL. If we’re gonna pull this off, it’s gonna need a big boost. There’s so much noise out there (re: world on fire) that it’s been more of an uphill struggle than it would be in less interesting times.

However! I am happy to just keep working on development and engaging with people and teaching about hella cool neuroscience! Serenity to accept that which I cannot control, etc.

I’m going to be working on adding introductory levels that guide people through the basics of creating a creature. I uploaded a skeleton version of the first level last night; you just have to weave the brain of a pre-made creature and then control it to have it reach a beacon on the map.

Once I have a bit more of a structure in place, I’m going to load up a Greenlight campaign on Steam — hopefully by the end of this week.

Oh! And I spent like five hours yesterday adding font support to the game! Totally the best use of my time.


By Olive Perry | © 2020 Wickworks
Proud to be a member of PIGsquad, Playful Oasis, and Explorable Explanations.