Cove Kid Alpha 2 Now Available
Cove Kid has actually been in development since last September. I had this idea for a game where you can “select” a part of the level and then shoot it. The earliest prototype of the game was working on week one, and I have been steadily improving upon it since then.
Roughly two months ago, I sought out feedback for the game and made a big decision to hire an artist and sound designer. After that big aesthetic overhaul, I’m happy to announce what I call version alpha two.
The big goal of this release is to get more feedback on the game. I want to know how far you get. Do you keep playing past the first few levels? Where do you stop playing and why?
I’m really testing to see if at least a few people get to the end of the 25 puzzles in this release. If so, I think that’s a pretty good sign and a good reason to continue to expand on this world and this kind of gameplay.
I also recognize the need for a P.C. Version of this game, and I will be working on that over the summer. Some of you may know that I didn’t use a 3rd party game engine to make this game, so I will need to create my own Windows platform layer and Vulkan renderer to get it working on Windows PCs. Stay tuned!
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Cove Kid
Nineteen years later, a robot boots up and its strange new powers uncover a hidden world beneath the rubble.
More posts
- Cove Kid Demo Now Available On WindowsOct 01, 2021
- Cove Kid's Shader (Metal / Mac OS)Jul 07, 2021
- Bug Fix: Audio EngineJun 16, 2021
- The future of Cove Kid. Design direction and next steps.Jun 10, 2021
- Animation changes, level design improvementsJun 08, 2021
- What do game designers and mathematicians have in common?Jun 04, 2021
- Improved Camera Build AvailableJun 03, 2021
- Improvements to the camera systemJun 02, 2021
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