"SO!!!" You ask. "WHAT'S THE DEAL!!! WITH THAT THING YOU SAID!! Tell me about it friend I'm very interested"
We're shifting gears on this highway of game development, so buckle your seatbelts because they were supposed to buckled as soon as we got in the car man what gives like jeeze
NEW MAIN PROJECT: PUSH PALETTE (or Para Para Palette, I haven't decided) is a 2.5D semi-action platformer inspired by numerous Treasure Ltd games (as well as games in the same style, such as Rocket Knight and Ristar). Like all good stories, it begins with a celebration aboard an airship, which is then attacked by a mysterious woman, the ship hijacked, its VIP kidnapped, and Palette hurled out the window, thirteen thousand feet above sea level.

Palette's greatest weapon are his fists, which can player can use to pummel in 8 directions, be it for attacking, grabbing, and even parrying. His move set may seem limited, but true to most Treasure games, the real variety is how you can use it, with a large number of distinct uses, gimmicks, and even temporary abilities, such as the "Delinquent's Fists" which increases the speed of your punches to something ridiculous, and a pair of hand fans that push you in the opposite direction of your attack, allowing a strange form of flight. There is a good deal of content planned, including a large number of bosses, secrets, bonus content, secret bonus bosses, extra flavor, and perhaps even a second playable character with her own unique mechanics and story~
Push Palette will be my primary development focus from now on, and it's been my favorite thing to work on thus far. Updates will come as often as I can provide, with concept art and playable early builds just for Patrons!!
SIDE PROJECTS:
In addition to Palette, I will also be spending time on smaller side projects. However, there's a few to pick from, and as much as I'd like to do them all at once, I can't, so I leave it up to you what to focus on first! A poll will be sent to all patrons immediately after this is posted, and I'll begin working on the leading choice after 75% of votes are cast (unless it's too close to call) or after 4 days. HERE'S YOUR OPTIONS, BUD:
Undertale Red major update — To be quite honest, I more or less considered this done, but there's been surprising demand for an update for a number of features, such as:
- Bug fixes (including that annoying flickering glitch)
- Colorblind mode, which adds additional tweaks to make the game easier to play for those with colorblindness
- Re-configuring how the script is stored, which means officially implemented multi-language support!
- Intro/Outro overhaul, a revised script, with a few other little things sprinkled in there, such as being able to actually flirt with Red?????
- Maybe some other stuff idk
Badge Collection — The very same badge collection I've mentioned before, but just given more priority. It's currently in alpha, but it's taking a bit longer than expected, and I want to gauge the interest in the badge collection to know how much I should focus on it. A work-in-progress version will become available almost immediately, and updated regularly.
Custom Unity Player Controller — WELL this one isn't the most accessible, but it's more a thing for people who want to mess in the unity editor. I recently converted the Antimony player controller to one designed just to explore environments for fun, but I'd like to make one actually designed for it with additional Mario 64-like movement features and a new design. This would be released to the public for free as Unity package, and, of all three choices, would be the quickest to complete.
While waiting for the voting to end, I will be working on the overdue character design rewards from February, one of which has already been completed.
THE FATE OF ANTIMONY
So as you may have surmised from the above, I will be shelving Antimony. Having worked on it for nearly a year, it was not a decision I made lightly, and spent a couple weeks mulling over it. In the end, it's been shelved for a number of reasons, the most major being:
- Being the only planned project with true 3D movement, a number of technical issues arose that I was not expecting, primarily involving collision and cameras.
- It was my first unity project, and the coding is such a mess that to continue I would have to start over anyway.
- It was generally less feasible to work on this game on my own, especially due to the alarmingly high number of art assets, and the ideal look for the game, with very very heavy emphasis on atmosphere and environments, was not one I could provide myself.
I am still fond of Antimony, and it wasn't an easy choice to make. It's not a complete loss, though. I learned a lot, created a lot of useful dev tools for myself in the process, and will likely be returning to Antimony at some point in the future.
As for Panic Storm, that's kinda in limbo atm. I'll probably reserve it for a game jam??
As always, thank you so much for your support, every little bit means so much to me~!
