Gloopalaxy Demo updates #1
We took part in our first Steam festival this May —the Creature Collector Festival and it went great! We were thrilled by the feedback from players and the conversations we had with them. Here’s what’s changed since the first version on the demo:
Fantasy rework
You play as a final-year research student looking to earn their Gloopologist diploma, by collecting and studying strange creatures from outer space, called the Gloops!
Each mission takes place in a brand-new star system, which means you’ll be starting from scratch every time: a new research station, new planets and creatures to discover, and more.
And we now have a key art AAAaah!! by Garance Royère our super talented contractor :)
Improving the scene
One of the main issues with our first version was that the environments felt too empty, clinical, and not cozy at all. So we’ve done a pass to improve that.
We added more detailed and lively modules, along with softer lighting that creates a warm, aquarium-like atmosphere. One of our biggest inspirations here is Haven, which nails that cozy sci-fi vibe, which is actually pretty rare! There’s still more work to do, but the difference already feels huge!
(New version) Research Station Overview
Finding the tone
At first, beyond the fact that we hadn’t had time to implement the narrative elements yet, I was really struggling to find the right tone for the game. But once we redefined the game’s core fantasy, I realized the tone I was aiming for needed to be funny, a bit absurd, and with a hint of sarcasm.
One of my main inspirations here is the tone of Two Point games (or Theme Hospital back in the day), they strike a great balance between lighthearted silliness and just a touch of something darker underneath. Dofus has also influenced me a lot, with its funny descriptions, as has The Sims—especially those quirky little lines you can read on the loading screens.
(New version) Recap Panel/Lab Review
What’s Next?
We’re happy to say that we’ve addressed most of the issues raised in the previous version of the demo. We also received a lot of helpful feedback on what to improve next. Here’s what we’re focusing on next:
✨ Mutations
During rare cosmic events, players may encounter mutations while fishing. These aren’t just color variations—they also have different needs than their usual counterparts!
🎣 Fishing
- A new system that lets players see the potential catch they’ll receive if they successfully complete the minigame.
- Improving the visuals of both the fishing screen and the exploration screen to make the experience more satisfying.
🧪 Research Points Adjustment
- Research Points can now be used to unlock content, you must reach a certain amount to access new fishing areas and planets or unlock a new tank
- This creates more linear progression that’s easier to control
- Solves the current issue where players earn more points than needed for unlocks
- Extra points will now reward completionist players who achieve 100% discovery in missions
🎨 Themes
Themes can be earned in several ways and allow you to change the colors of the pools!
🧫 But also…
An encyclopedia menu, a tool tip, adding music/sound design, polishing UI/UX, implementing a save system… In a nutshell, still a lot of work to do 🥲
We’ll need to stay well-organized since we’re still working on the project in our free time alongside our day jobs, but we’re really looking forward to releasing this new version!