DESCRIPTION UPDATED: 10/21/2024
This game is now currently in Beta "Classic" development! Meaning, I am currently working on a Beta-Classic release for this game! Unfortunately, my goal of releasing this Beta-Classic has now been moved to Dec.2nd!

Again, thanks for playing my game and being on my game dev journey with me!
- Drew

Story:

Buba the panda, a former adventurer, yearns to set up a boba tea bubble shop for people to experience the joy of the drink in his old age. He furthermore realizes the abundance of fruit monsters near a settlement that has ley lines (magic rivers) that give their fruit plants near-sentience and an extra-impact of flavor perfect for his bubble tea. 

He furthermore hears rumors of a Slime king made of Pure cassava starch perfect to make the best boba bubbles he can dream of. Renewed with vigor, he explores this land blessed with fertile magics, and starts his dream of making the best boba shop he can.

However, unbeknownst to him (and the player unless they can see the hints and take action), each time he returns to areas he has hunted in, the ley lines magic slowly depletes lest one takes care of the land and fruit trees that sprout these fascinating fruit monsters. 

Will he realize this truth in time, or will Bubba’s dream slowly die as he ignorantly depletes the land dry of its magic?

Alpha Game Play Goal:

I wanted this 2D-RPG to be simply a fun little adventure game that I could eventually make into a full-blown game with 4-8 hours of gameplay sometime in the future. Hopefully, it would grow more into a story-commentary about how one should always peruse their goals and aspirations, but not on the cost of others and on nature! For now however, this game satisfies my goal as an Alpha and proof-of-concept that the gameplay and mechanics work, with roughly ~1 hour of gameplay!

Alpha Workload/Creation of the game :

This game was created from scratch by me, with concepts and 3 coding templates pulled from my class's 2D-shooter (Timed Object Destroyer, Time.deltaTime logic, and Projectile code logic), but mostly 90% of it is my own work with tips from @AdamCYounis's channel on Youtube for the pixel art, TONS of back-fourth with unity's Documentation (with stack overflow and Youtube on the side), with 8% being from the OST's Abi made, and 2% from other external inputs and friends (Thanks Mya for some UX/UI design cases! You helped me make the main menu look WAY better)! For the past 30+ days since March 18th 2024, I've been putting 4-8hours into this game everyday as I've never done pixel art before and this was my first interaction using C#. 9/10 I would do it all again but instead, I'd start working on this earlier if I could've!

Known Alpha Bugs/Missing Assets: 

- WEBGL browser version above needs to be "Maximized" by the blue "Expand" button hidden.

- Player can be knocked out of the map (You can go back to the main menu to re-set by hitting "TAB".

- Visual player attack animation bugs (Yes, moonwalking was one bug turned into an Easter egg).

- Tree overlaps don't function properly and transparency is inconsistent on some objects.

- Audio mixing / balancing is still way off (Sorry for sudden audio spikes!).

- Any device with a resolution above or below 1920 x 1080 in the WEBGL browser version, WILL have graphical issues (Blank blue backgrounds and UI dimensions morphed) and causes the screen ratio to be way off.

- Numerous spelling errors / Typos.

- Windows defender may not play well with the Windows download.

- Bluetooth controllers connected have limited support and may randomly disconnect in WEBGL version.

- The current final boss fight and boss itself is bugged. Game is still winnable, but just unnecessarily hard.

- Final credits play regardless of boss kill or player defeat on final level.

Developer's Remarks:

Since I made it a goal of mine to use only original assets for this game, I'm still in the process of adding more and more assets and learning pixel art as an indie game developer, so please bear with me if my assets aren't that good. Moreover, I do want to have a "Town level" in place of the pre-round menu, complete with a day/night cycle, & NPC's! Since the Boba-drink making mini games has now grown into an integral part of the game during this beta creation, I may focus on adding more RPG elements for the next snapshot release once I get this boba shop done! Furthermore, the fonts used are indeed inconsistent as I still plan on making my own / finding a NCR one I could use! I plan to scale back and refine my features in the Beta over the fall as I already have solid scripts from the Alpha, but this Beta is quite daunting with all the possible additions I could do. Thankfully, I have great help from a friend @abbiigracemusic, who composed beautiful OST's for my game, and is still an awesome friend offering to help bring stylistic music to people's ears while I make this Beta!

Many thanks again Abi!

And thank you, either my friend who's tested this game out, or a stranger who stumbled upon my game on the internet, thanks for your time and I wish you all the fun with my passion project! =^-^= - Drew

Current Stable Versions Available as of 4/20/24:

Alpha-2.14.2 [Windows/MacOs/WebGL]

Beta "Snapshots" Are unfortunately no longer available.
Instead, expected a Beta-Classic version on Dec.2nd!

Updated 28 days ago
StatusPrototype
PlatformsHTML5, Windows, macOS
Release date Apr 20, 2024
AuthorRevisedwords
GenreRole Playing
Made withUnity
Tags2D, boba, Cute, Indie, Pixel Art, Top Down Adventure, Unity
Code licenseMIT License
Asset licenseCreative Commons Attribution v4.0 International
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Gamepad (any)

Download

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Click download now to get access to the following files:

BubasBobaShoppe-Alpha-2.14.2-MacOS.zip 135 MB
BubasBobaShoppe-Alpha-2.14.2-Windows.zip 138 MB

Development log

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