Mobile Last
@mobilelast
🎮Spare-time solo game dev. Currently building Hanaa — a turn-based local multiplayer racing with a '70s vibe. Casual fun: aim, push, and hope for the best. 🕹️Try the free demo for Windows: mobilelast.itch.io/hanaa Feedback welcome. Thanks!
I've once again been concentrating on the truly essential things. Hanaa definitely needs more psychedelic visuals, so here you go. I have no idea how to use these yet, but experimenting with #shaders takes me right back to the demo scene days. #ScreenshotSaturday #IndieGame #GameDev
#Devlog 60, with enough flowers for the whole summer. And there's still more to come. #GameDev #IndieGame mobilelast.itch.io/hanaa/devlog...
Hanaa 0.17.0 improves the risk-reward balance and adds a flowery late-summer feel. Grab the free Windows version, give it a try, and let me know what you think! #LocalMultiplayer #TurnBased #Racing #IndieGame #Release mobilelast.itch.io/hanaa/devlog...
"Hana" means flower in Japanese, so flowers were one of the original visual themes of the game. Most of them have somehow disappeared over the past year, so it's time to start bringing them back. Starting with the race summary screen. #GameDev #IndieGame #TurnBasedThursday
#Devlog 59. I finally forced myself to tackle various long-standing cosmetic changes. I also updated the game's #itch page. Go check it out! #IndieGameDev #GameGraphics mobilelast.itch.io/hanaa/devlog...
Footage from a quick test session. These vintage plastic flowers grow in difficult places, but they're worth picking up. Especially with risky long-distance pushes. #ScreenshotSaturday #GameDev #IndieGame
#Devlog 58. It feels like I've had enough of the bonus area functionality for now. But what's even harder is starting something new in the middle of summer. #GameDev #IndieGame mobilelast.itch.io/hanaa/devlog...
Push of the week: even the wildlife can't prevent this controlled nose dive. #TurnBasedThursday #Racing #Game
#Devlog 57. Implementing brand new features always follows the same formula: the more you do, the more you realize there's still left to do. #GameDevelopment #GameDesign mobilelast.itch.io/hanaa/devlog...
One of Hanaa's fundamental flaws has been, that it doesn't reward taking risks. As an experimental remedy, random bonus points now spawn in difficult spots. Stop on one and your push length doubles, rewarding riskier plays. Still in very #WIP. #ScreenshotSaturday #GameDev #IndieGame
#DevDiary Part 56 from an absent-minded developer who forgot to include some fundamental stuff in the release. #GameDev #IndieGame mobilelast.itch.io/hanaa/devlog...
You're not the first person to mention that. The real-life version of the game is usually played with cheap vintage toy cars like these, which is where I got the idea.
Summer is the time for outdoor activities and sandbox plays, but when the weather turns bad, there's also Hanaa 0.16.0! Grab the free Windows version from Itch.io, try it, and tell me what you think. #LocalMultiplayer #TurnBased #Racing #IndieGame #Release mobilelast.itch.io/hanaa/devlog...
When multiple players reach the goal in the same number of steps, the one with the longest push wins. While recording footage, I got the smallest tie-break margin I've ever seen: one hundredth of a centimeter (about one thousandth of a car length). #TurnBasedThursday #Gaming #Racing
#Devlog 55 in short: enjoying midsummer, waiting for a holiday, suffering from the heat, and experimenting with visuals and game design. #IndieDev #GameDesign mobilelast.itch.io/hanaa/devlog...
Happy midsummer!☀️ It's been a constant struggle deciding how the main menu should look and feel, and the new one at least feels significantly more summery (appropriate, as the visible changes for the next release are mostly on the winter track). #ScreenshotSaturday #GameDev #IndieGame
A Finnish dart. Cheaper and heavier than its British counterpart, but just as dangerous in the wrong hands. #Blender #Substance #Unity #3DModel
#Devlog 54. After a few difficult weeks, things are finally moving forward again. #IndieGame #GameDev mobilelast.itch.io/hanaa/devlog...
I'm taking the menu scene outdoors, which means I have to kill one of my dearest darlings: the slide projector tutorial. I spent way too much time on the previous one, so this time I'm taking a more spontaneous approach. Still very #WIP. #ScreenshotSaturday #IndieGame #GameDev
What could possibly fit together better than a vintage toy car and a deflated Super Tele (or an even cheaper copy of one)? The game physics are already as unpredictable as those old plastic footballs. #Blender #Substance #Unity #Football
#Devlog 53 is mostly about poor concentration and why it doesn't mix well with technical issues. #IndieGameDev mobilelast.itch.io/hanaa/devlog...
I've spent most of the week focused on refactoring and optimization. As profiler traces and garbage collection metrics don't make for particularly exciting #ScreenshotSaturday content, here's a collection of recent narrow failures instead. #IndieGame #GameDev
Summer has once again inspired me to work on the winter track. It was missing a gimmick, so now the wind can catch airborne cars. Flags and snowfall hint at the wind direction, while random snow patches add a few unexpected jumps. #ScreenshotSaturday #IndieGame #GameDev #WIP
#Devlog 51 with exceptionally little to say. But I guess even that’s something. #IndieDev #GameDevelopment #Itch mobilelast.itch.io/hanaa/devlog...
Hanaa 0.15.0 is released! Possibly the only #TurnBased #Racing #LocalMultiplayer #IndieGame, now with more stable physics, improved UX, tons of improvements, and fixed irritations. Get the Windows build for free, and let me know what you think! #GameRelease mobilelast.itch.io/hanaa/devlog...
Oh, how time flies: it’s already #Devlog number 50! Once again, lots of unfinished work that I hope will come in handy in the future. #IndieGameDev mobilelast.itch.io/hanaa/devlog...
A little bit of Blender/Substance fun today. 12 points to every non-Finn who can guess how these images are related. #ScreenshotSaturday #GameDev #IndieGame