Big things are coming!

We have been fairly quiet since Brawlmart’s initial showcase in September of 2022, and we would like to thank you all for your patience so far!

However, on the back end it has been a really exciting year for the team as we continue our work on Brawlmart and progress towards a release ready version! A lot of major stuff has been going on and we’re absolutely ecstatic to be able to share what we’ve been working on!

TL;DR? This post includes a graphical summary of these changes, with samples of some of the many UI and art improvements!
(If it appears small on your screen, select “open in browser” you’ll be able to zoom in!)


Events & Feedback

Over the past year we have received a wave of opportunities to show Brawlmart off at several public events in the Greater Toronto Area, and we received a heap of extremely insightful feedback during these events, both from players as well as from fellow developers & designers. We would like to extend a hearty thank you to everyone who took their time to play our game at these events, and provide useful feedback on every aspect of Brawlmart. Y’all have made the last few months of rapid iteration and improvement possible!

We received a lot of feedback about our UI as well as the feedback/information being provided to players both in and out of active gameplay, and this helped us investigate and implement design improvements across the board.

UI Redesign

One of the opportunities we had to really immediately improve the user experience was with the UI. We knew there were a few weak spots here that were unfortunately down to the time constraints we were initially held to. With those restraints now loosened we have begun exploring some of these player focused improvements!

Item Redesign

Another area that needed some work was in the visual clarity of our items. To save ourselves from excess modeling & texturing work we simplified many of the items to utilize the same model so that we could work within the tight timeline we had available. Now we have begun to make the items more distinct from each other, so they’re easier to recognize at a glance! This includes having our newest team member create some lovely graphics for the new item carousel as well!

Everything Else

These are only a small taste of what has been going on behind the scenes with development as well! We have been actively reworking elements that were either restricted by our timeframes within bounds of being a school project, as well as refining areas that we have grown our skillsets in. We have had major overhauls in effectively every aspect of the games design and function! Including, but not limited to:

Overhauling code to improve efficiency and game performance
Revamping graphics as discussed previously in this post
Redesigning visual elements such as VFX and UI
Reworking level generation and layout
Adjusting the way items spawn and respawn to ensure better layout and more even access to all items

Including the Kitchen Sink

You may (or may not) be aware that we created a fictional studio we dubbed “Strategic Mischief Studio” during our time at Toronto Film School, as part of our Capstone requirements. As we shifted from being fellow students to fellow indie game developers, it felt strange not to have a proper studio. So we embarked on the process of officially incorporating ourselves.

We are incredibly excited and proud to announce the official founding of Red Ring Games Inc. !
With this thrilling news we are also in the process of establishing a Steam page, so be sure to keep your eyes open for the update when you can officially wish-list Brawlmart on Steam!

Moving forward we are still absolutely dedicated to working on Brawlmart, and look forward to what we create in the future!
We hope you’ll all hang around to see what we do!

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