Hello guys,
Few months ago I posted about a small game I prototyped and released online (you can still play the alpha here : https://sizzling.mazz.lol/)
The initial post (you can find it here : https://www.reddit.com/r/incremental_games/comments/1uw4zw3/exploration_based_incremental_concept/) got lots of positive feedbacks and this really encouraged me to keep going in order to produce a full blown game with much more content and mechancis
Today I got the approval mail by steam and this is such an amazing feeling, I made a trailer dedicated for this "announcement" step, I hope this will trigger your itch to want to know more about the game !
Steam page is available here : https://store.steampowered.com/app/5008130/Sizzling/
To resume the game in a short list :
- Game loop is kept with painting cells by rolling over them
- Upgrades that lets you go further (basic upgrades, no skill tree, no nodebuster like)
- Charms that lets you beneficiate from one shot bonuses
- Favours that modify the way you play (and you'll need to adjust your playstyle depending on which section of the game you're playing or what you're farming / what you're aiming), favours make you take decisions on what you carry and what you decide to leave out
- Sizzling rings that kills you, you need to expand your territory over runs to push it back
- Unique sites that unlock favours / key items / equipment to progress
- 12 unique minimaps that have their own rules
- Combo / mechanics you need to discover in order to progress further
- More secret stuff that I won't spoil here (though you can spot some sneak peek in the trailer)
The game loop stays the same as the alpha one, I expanded the discovery side / incremental side further, added variants gameplay mechanics, etc..., the game still need active gameplay but if you optimize every generator you encounter then I guess you could progress as well (though I didn't design the game to be an idler)
If you have a few seconds to check out the trailer and steam page to wishlist it, that'd be amazing and motivate even further (if you're interested in the game of course !)
Thanks a lot to all the people that played the alpha version and especially to people who made feedbacks about it, this truly helped to shape the game to where it is today, I plan to release it in 2027, but from today's content I'll release a demo build soon, so you guys can test it earlier and hopefully share others feedbacks, those are really precious and motivating to keep developing the game !
I'm also looking for beta testers in order to test the upcoming demo and make feedbacks / balancing on it, if you're interested in that, you can DM me, thanks in advance !
The game has no demo on steam yet but alpha is still playable online (see link above, also you'll have the occasion to test the main loop of the game and compare visually with the announcement trailer how much it changed since then!), so I don't know if this post will be allowed for now, if not then I'll remove it and repost once the demo build is ready
Again, thanks to this community for motivating game developers and sharing feedbacks, this is truly inspiring and keeps me motivated working on this passion project !!
AI Disclosure : Like the alpha build, I used AI to optimize/enhance few heavy load algorithms (world stream generation with offloading out of main thread to avoid hiccups on world chunks management, simulation for offview inks production where thousands of generators can tick per seconds, also some shaders merging that I couldn't get to work on my own, those are the dissolve + fog veil), I also used AI to translate steam page text content (base english texts are mine), I didn't do the in game texts translations yet, I'm currently working with a translator agency to handle this side so they do all localizations
If you have any questions or if you want to join beta testing, let me know, I'm happy to share details !
I wish you all a great day !