almost Beta
  • My Name is Not Bob

    <div class="lexxy-content lightbox-container"> <p><strong>On the power of naming and how it sparks creativity</strong></p> <p> </p> <p> </p> <p> </p> <p><strong>Samantha, the Hunter</strong></p> <p> </p> <p>Outside, on the window of my kitchen, lives a spider. It’s big enough to be immediately noticed, always out at night waiting for prey. I called her Samantha.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU0LCJwdXIiOiJibG9iX2lkIn19--9783b8feadb9f268dfa53918a434891d4c10898f/image-20250901112349-2.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU0LCJwdXIiOiJibG9iX2lkIn19--9783b8feadb9f268dfa53918a434891d4c10898f/image-20250901112349-2.png"></a></div></div></div> <p> </p> <p>The moment I gave that name, she wasn’t just a spider anymore. She became Samantha, fierce, unshaken by the glare of my flashlight, holding her ground in the hope that prey stumbles into her unwavering web. In my head, she had a whole life: a hidden network of tunnels inside the wall, spiders trading their prey, shady spider politicians collecting vermin taxes, and her secret longing for the night breeze and the moonlit world beyond her hidden city.</p> <p> </p> <p>All of this came from two minutes of looking at her, all because I gave a spider a name. Had I named her Bob instead, the story would’ve gone in a completely different direction.</p> <p> </p> <p> </p> <p> </p> <blockquote> <p>That’s the power of naming, it sparks personality, story, and even whole worlds.</p> </blockquote> <p> </p> <p> </p> <p> </p> <p><strong>Who am I and Why?</strong></p> <p> </p> <p>Hello there and welcome! My name is João, and I’m a 3D Character Artist, currently working on the lore, characters and vehicles of a very fun ongoing project called Splash &amp; Dash!</p> <p> </p> <p>For those who don’t know, In Portugal, my name is about as common as it gets. João is the most standard first name, and to spice things up, Silva (my surname)  is the most standard surname. Essentially, two scoops of vanilla. In English, I’d be John Smith. If you’re into true-crime thrillers, Jon Doe.</p> <p> </p> <p>Maybe that’s why I pay so much attention to naming things. When your own name feels generic, you start noticing just how much personality a name can carry, and how much difference it makes when something, or someone, is given a name that actually stands out. They’re not just labels, they set tone, identity, and expectation. A name can make something feel mysterious, ordinary, heroic, or ridiculous before you even describe it.</p> <p> </p> <p> </p> <p> </p> <p><strong>The Power of Naming</strong></p> <p> </p> <p>In creative work, naming becomes more than an afterthought. It’s a tool. For character artists, names are often the first step into personality and lore, even if they are just temporary names. They transform a sketch, a model, or even just a vague idea into something alive. Without a name, it’s just a shape. With a name, it’s a seed that will grow.</p> <p> </p> <p>To give an example of how names can shape an idea, here’s Haunto, the main character in Splash &amp; Dash. He didn’t start out as Haunto; his original placeholder name was Spect’R. The sharpness of that name initially shaped how I imagined him as a whole.</p> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU1LCJwdXIiOiJibG9iX2lkIn19--680fa7cf24b79590fffa4e7c1575f8d37ea45c4b/image-20250901112548-3.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU1LCJwdXIiOiJibG9iX2lkIn19--680fa7cf24b79590fffa4e7c1575f8d37ea45c4b/image-20250901112548-3.png"></a></div></div></div> <p> </p> <p>Edgy, dark, with a hint of aggression</p> <p> </p> <p>Once I renamed him to Haunto, the mood shifted:</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU2LCJwdXIiOiJibG9iX2lkIn19--38145169a9cdef5d3375b5d28b3b554f0d610074/image-20250901112700-4.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU2LCJwdXIiOiJibG9iX2lkIn19--38145169a9cdef5d3375b5d28b3b554f0d610074/image-20250901112700-4.png"></a></div></div></div> <p> </p> <p>Approachable, playful, almost a “My name Haunto 😀” kind of attitude</p> <p> </p> <p>Same character, two names, two very different moods and directions.</p> <p> </p> <p> </p> <p> </p> <p><strong>“Doctors hate him” incoming</strong></p> <p> </p> <p>So how do you actually use this? One of the simplest ways to develop creativity is to treat naming as an exercise. Pick something ordinary, the mug on your desk, a plant, your car, or a bird that just landed near you, and give it a name. Don’t overthink it, just pick a name that feels right in the moment. Then let yourself imagine who or what that “character” is.</p> <p> </p> <p>For example, if I call my desk chair Charles, suddenly he’s not just a chair. He’s Charles who has supported people for 15 years, a little squeaky but dependable, a silent witness to every late night project and half-finished idea. He enjoys counting how many tossed crumpled up pieces of paper actually get in the bin. The moment the name exists, the story follows.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU3LCJwdXIiOiJibG9iX2lkIn19--e2f73ae14cd8d3aba5cbe7e4ae9e1c0472018456/image-20250901112800-5.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU3LCJwdXIiOiJibG9iX2lkIn19--e2f73ae14cd8d3aba5cbe7e4ae9e1c0472018456/image-20250901112800-5.png"></a></div></div></div> <p> </p> <p>The same goes for creative work. An unnamed NPC in a game is just background filler. But call him Isaac the Fireball and immediately your brain starts generating questions: “Why Fireball? Is he a pyromancer? Is he hot headed? What’s his world like?” Before you know it, lore begins to form.</p> <p> </p> <p>The trick is to lean into it. Names create hooks, and hooks create stories. Once you start using naming as a playful exercise, you’ll find it much easier to break past creative blocks. Best of all, it's free and you can do it whilst waiting in line to pay for your groceries, or stuck in traffic for example. (Warning: not advisable to daydream for too long in those scenarios)</p> <p> </p> <p> </p> <p> </p> <p><strong>A little glass of perspective</strong></p> <p> </p> <p>Maybe that’s the real magic of naming. It doesn’t just help us create characters or worlds on a screen or paper, it makes us look at the ordinary things around us differently. An NPC, a chair, even a spider on a kitchen window. </p> <p> </p> <p>Samantha is still out there most nights, patient and fearless on her web. To anyone else, she’s just another spider. To me, she’ll always be Samantha, and that single choice of a name turned a passing moment into a story worth telling.</p> <p> </p> <p> </p> <p> </p> <p><strong>Extra</strong></p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU4LCJwdXIiOiJibG9iX2lkIn19--22acee83570eaf36dcfed35d45c8f2da81c65f8f/image-20250901112858-6.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk3NTU4LCJwdXIiOiJibG9iX2lkIn19--22acee83570eaf36dcfed35d45c8f2da81c65f8f/image-20250901112858-6.png"></a></div></div></div> <p> </p> <p>We are building a list of names that will be randomly assigned to NPCs in every match or cup in Splash &amp; Dash, if you’re interested, leave a name (or more if you feel like it) in the comments that you think could be fun to see in game. To put you in the loop, within the theme of ghosts, and underworld, we’ve been doing pun related names or a mix of words, giving the example here for Haunto = Haunt + Otto. </p> <p> </p> <p> </p> <p> </p> <p>Or join us on Discord and check out what we are up: <a href="https://discord.gg/nFxqdfQSZw"><strong>https://discord.gg/nFxqdfQSZw</strong></a> </p> <p> </p> <p> </p> <p> </p> <p>Thank you in advance and hope you enjoyed it this read!</p> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> </div>

    Splash & Dash

    September 01, 2025 10:33
  • How to Manage Effective Communication When Working Remotely

    Between 3 & 5 People Might Be the Perfect Team Size

    Ever heard of the Ringelmann Effect? As team size increases, individual effort decreases. A person working alone does 100% of the effort, but in a group of eight, that drops to just 49%.

     

    For our four-person game development team, this is our secret weapon. Our biggest trick the: "Is there anyone online to test something right now?"

    That question consistently sparks impromptu screen-sharing sessions where more progress happens in two hours than in a week of planned meetings.

     

    Our official policy: one meeting per week, one playtest per week. But our real work happens when two people spontaneously jump into a voice channel and dive headfirst into a problem together.

    Whether debugging code, refining art, or testing mechanics, having someone else's brain on the problem transforms both quality and speed. The key is creating frictionless environments for these moments.

     

    Our Discord serves specific needs:

    • Dev channels for technical discussions
    • To-Do channels for full async feature requests
    • Family channels because we're people with lives
    • Resource channels for code snippets, documentation & a future Patreon
    • Player Feedback and bug report etc

     

    This lets us compartmentalise without creating barriers. Need help? You know where to ask. Need to vent? There's space for that too.
    Come see for yourself. 

     

    Here's the uncomfortable truth: when creative work becomes your primary coping mechanism for life's hardships, you have a recipe for disaster.

    Remote work amplifies isolation. For creatives pouring souls into projects, the line between passion and escapism blurs. We've learned to recognise when team members use work to avoid life and made it okay to call that out gently.
     

    My biggest discoveries from this project.

    • Embrace "anyone wanna chat?" culture
    • Make it safe to admit when you're not enjoying a task
    • Trust spontaneous collaboration over forced meetings

     

    Small remote teams have a superpower larger organisations can't replicate: genuine human connection.

    The goal isn't perfect communication… It's sustainable, compassionate communication.

     

    Splash & Dash

    August 26, 2025 21:54
  • I've got eyelids heavy enough to break diamonds

    Allow me the rant:

    Making a game is hard work. I woke up at 4:30 this morning to work on a dream, only to have it interrupted by eight hours at the job that pays the bills. Now I'm back to marketing and selling a game that isn't even finished yet.

    Indie game development is something close to madness, but a man can endure anything except the lack of meaning. This game, for me, is meaningful. It's the creation of a tribe of soulmates, the screaming of a voice into a dark hole, expecting the echo to come back screaming fucking louder and feeding this energy that's now sustained by my third coffee as I enter my third shift of work today.

    This is going to be a long one, but these will be the days I remember. Where friends showed up to support, where colleagues came to debate, where we proved that as humans and as an industry, we are stronger together.

     

    Oh yeah I'm giving a talk tomorrow, pass by and hang out :) 
    https://www.trojan-unicorn.com/village/spaces/87-the-tribe-space-elevating-next-creators/talks/space_talks/657-how-to-find-an-art-style-that-matches-your-budget-and-deadlines

    Splash & Dash

    August 19, 2025 19:03
  • Love Thy Framerate

    <div class="lexxy-content lightbox-container"> <p>This is pretty much<strong> "The Indie Dev's Guide to Not Shipping a Slideshow"</strong><br> A lot of games have cool mechanics but if it runs at Low fps on your players' potato PCs, that might ruin sales and the overall fun.<br> Meanwhile, you're sitting there with your Gaming PC with a RTX 4090 wondering why steam reviews keep mentioning "optimisation" like its a greeting. </p> <p> </p> <p><br> <strong>Choose your Engine <em>(the foundation that determines your fate)</em></strong><br> There is no such thing as the right engine but there is definetly the one that will make things easier for you, this decision is pretty much like choosing your starter pokemon, except you cant change it later without starting over.</p> <p> </p> <p>We went with Unity 6 URP (srp) mostly because of its performance options like:</p> <p> </p> <p>It's pretty barebones and designed to be stripped down</p> <p> </p> <p>Good batching options and a handy frame debugger</p> <p> </p> <p>You can understand what's happening without a PhD in engine architecture.</p> <p> </p> <blockquote> <p><br> Our games required 8 characters and 8 vehicles to be painting the floor simultaneously at high speeds, while they bumped into each other, all while hitting +60fps on a Steam Deck. +90fps on pc</p> </blockquote> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjkwLCJwdXIiOiJibG9iX2lkIn19--4fe09ed4cd9b61f2ad8d947480e35eeccf284da8/Screenshot%202025-08-06%20at%2011.42.05.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjkwLCJwdXIiOiJibG9iX2lkIn19--4fe09ed4cd9b61f2ad8d947480e35eeccf284da8/Screenshot%202025-08-06%20at%2011.42.05.png"></a></div></div></div> <p> </p> <p> </p> <p> </p> <p><strong>Art Style:</strong></p> <p> </p> <p>Photorealism is boring and overrated. You know what's not overrated, a game that runs smooth like butter, especially for a racing game, makes the cars seem even faster. So stylized graphics is more of a get out of jail free card.</p> <p> </p> <p>Hiding that your LOD system is basically "blob at distance"</p> <p> </p> <p>Using 512x512 textures instead of 4K monsters (we even have a lot of 128x128 textures)</p> <p> </p> <p>Making players think simplified geometry was an "artistic choice" helping asset production time.</p> <p> </p> <blockquote> <p>Our paint effects are actually decimated and our paint colliders a simple cube, the style hides a lot of it.</p> </blockquote> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2Njg2LCJwdXIiOiJibG9iX2lkIn19--9e25110e617c901520d88cb5447ac4d741d632a8/Screenshot%202025-08-06%20at%2011.31.18.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2Njg2LCJwdXIiOiJibG9iX2lkIn19--9e25110e617c901520d88cb5447ac4d741d632a8/Screenshot%202025-08-06%20at%2011.31.18.png"></a></div></div></div> <p> </p> <p> </p> <p> </p> <p><strong>The "We'll Optimise Later" Death Spiral  <em>(</em></strong><em><strong>A Horror Story in Three Acts)</strong></em></p> <p> </p> <p><strong>Act 1:</strong> "This particle effect needs more particles! they should collide with the ground"<br> <strong>Act 2:</strong> "Why is the game running at 15fps?"<br> <strong>Act 3:</strong> "Ship it and patch it later" <em>(Narrator: They never patched it 🥲)</em></p> <p> </p> <blockquote> <p>True story: Someone once shipped a game with a Zbrush sculpt as a static character that had a cell-shaded look to make it look 2D, it could have been a PNG, it was 1million polygons.</p> </blockquote> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p><br> <strong>Multiplayer  <em>(Choose Your Own Suffering)</em></strong></p> <p> </p> <p>We chose distributed authority architecture because <em>we do like to live dangerously</em>, the tech is new, the documentation is scarce, ChatGPT doesn't know shit about it. Having the collisions work properly has been like herding cats. Juan has been living inside the matrix for months, trying to solve this.</p> <p> </p> <blockquote> <p><br> Pro tip: If someone suggests multiplayer, ask them who hurt them. (jokes asside start with simple local multiplayer and have steam help you connect players instead of jumping into a concept that needs a more complex architecture)</p> </blockquote> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p><strong>The Sacred Commandments of Not Sucking</strong></p> <p> </p> <ol> <li> Profile Like Your Game Depends On It <em>(Set performance targets early, find your minimum supported device)</em> </li> <li>Pack Your Textures Like You're Moving Apartments (Got 4 channels in a texture? USE THEM ALL.)</li> <li>The Art of Faking It (Does that waterfall need actual physics? No, use a shader)</li> <li>Clean Your Project (Every random asset and unused plugin is like a tiny weight on your game's shoulders.)</li> </ol> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjkxLCJwdXIiOiJibG9iX2lkIn19--f2f5623d2815e13d59457126e339f58ee77f0ef4/Screenshot%202025-08-06%20at%2011.43.33.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjkxLCJwdXIiOiJibG9iX2lkIn19--f2f5623d2815e13d59457126e339f58ee77f0ef4/Screenshot%202025-08-06%20at%2011.43.33.png"></a></div></div> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjkyLCJwdXIiOiJibG9iX2lkIn19--6b79206f1f09e71f7bdd164abbb34ef16a227fbc/Screenshot%202025-08-06%20at%2011.45.26.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2NjkyLCJwdXIiOiJibG9iX2lkIn19--6b79206f1f09e71f7bdd164abbb34ef16a227fbc/Screenshot%202025-08-06%20at%2011.45.26.png"></a></div></div> </div> <p> </p> <p> </p> <p> </p> <p><strong>Platform Reality Check </strong></p> <p> </p> <p>Test early, test often, and don't forget to test on:</p> <p> </p> <ul> <li>Your mom's laptop from 2015</li> <li>That one friend's PC that "totally meets minimum requirements"</li> <li>An actual Steam Deck (not the emulator)</li> <li>Whatever cursed hardware your players actually use (<a href="https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam">not just the latest Steam report</a>)<br> <br>   <blockquote> <p>The Bottom Line</p> <p>Performance isn't about compromise, it's about not shipping a stuttering mess that gets mixed reviews. A smooth 60fps at medium settings beats a gorgeous slideshow every time.<br>  </p> </blockquote> <p> </p> <p><em>Want to dive deeper into the technical abyss?</em></p> </li> <li> <a href="https://docs.unity3d.com/6000.0/Documentation/Manual/best-practice-guides.html">Unity Best Practices</a> (for when you need actual documentation)</li> <li> <a href="https://unity.com/how-to">Unity How-To Guides</a> (stay a novice and learn the basics)</li> <li> <a href="https://thegamedev.guru/unity-performance/p3-optimization-framework/">https://thegamedev.guru/unity-performance/p3-optimization-framework/</a> (profile, plan, perform)</li> </ul> <p> </p> </div>

    Splash & Dash

    August 06, 2025 11:36
  • Wishlist Ready!

    Pardon the pun, but we're now full Steam ahead!

    Splash & Dash is officially on Steam! Add it to your wishlist now!

    While you wait, check out this week's exciting updates:

    Channel your inner Audi driver (you can now flash your headlights at other players, or just use them to not drive in the dark)

    A new (and likely annoying) customizable horn system 

    Fresh paint effects and aura effects

    A customizable hangout space (more on this one very soon)

    The game is evolving fast, and we can't wait for you to experience it all! to stay up to date check out the Discord server.

    Splash & Dash

    July 23, 2025 18:01
  • "Made by Humans, fairly priced" The biggest challenge in the Age of AI.

    <div class="lexxy-content lightbox-container"> <p>In 2025, a new label is emerging in gaming: 'Made by Humans” It's a tag that shouldn't need to exist, yet here we are.</p> <p> </p> <blockquote> <p><em>Disclaimer: These opinions are my own and may not represent the broader views of the Splash or THU teams.</em>"</p> </blockquote> <p> </p> <p>The video game industry is experiencing its most significant transformation since the shift to digital distribution. Mass layoffs have eliminated an estimated 30,000 jobs since 2023, while AI tools are simultaneously reshaping how games are created. This convergence forces a fundamental question: What role should human creativity play in an increasingly automated production pipeline?</p> <p> </p> <p>AI technology has advanced dramatically and promises even greater changes as the decade progresses. While companies pursue faster production cycles and lower costs, the technology's impact on quality remains debated. For every concern about AI generated slop, there's a counter-example of small studios using AI to achieve what was once impossible without massive teams. AI functions as what I call a “mediocracy filter” it pulls creative output toward the statistical centre of its training data. For developers weak in certain areas, AI offers a boost toward competency. But for those with exceptional skills, the same tools risk dulling their unique edge. This creates a flattening effect where the distance between good and great narrows.</p> <p> </p> <p>This raises a crucial question: what makes a game world feel authentic? While traditional craftsmanship has its merits, player engagement depends more on the final experience than the creation process. The challenge isn't avoiding AI, but ensuring that any tools used both <strong>serve the vision rather than replace it</strong> and are <strong>sourced ethically</strong>. </p> <p> </p> <div class="lightbox-container"> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2Mjk4LCJwdXIiOiJibG9iX2lkIn19--a0c133c35e9b65e93683b80694ecd8c2e8b84037/Screenshot%202025-07-18%20161257.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2Mjk4LCJwdXIiOiJibG9iX2lkIn19--a0c133c35e9b65e93683b80694ecd8c2e8b84037/Screenshot%202025-07-18%20161257.png"></a></div></div> <em>(Currently, Steam is only asking if your game is running an LLM live at runtime in the form of an unintentionally racist NPC or a swearing DarthVader)</em> </div> <p> </p> <p> </p> <p> </p> <p>Meanwhile, against a backdrop of economic uncertainty and cultural turmoil. Rising game prices strain the relationship between creators and consumers. Higher development costs don't guarantee higher quality, creating a disconnect between price and value. This tension reveals a fundamental triangle: Quality, Price, and Production Method. Most projects can only optimise for two of these three elements.</p> <p> </p> <p> </p> <p> </p> <p><strong>Quality and Human-made, but Expensive:</strong> </p> <p> </p> <p>Indie masterpieces and AAA promises delivered, passionately handcrafted but priced higher due to intensive human labour and long development cycles, often in years.</p> <p> </p> <p> </p> <p> </p> <p><strong>Quality and Affordable, but AI-driven:</strong> </p> <p> </p> <p>Although heavily promoted by [insert AAA studio CEO]  that say this is coming, examples remain scarce. There is a risk that such games, may flood the market, making discoverability a nightmare. Although I'm betting these experiences will lack depth or have terrible performance. Also, this reduction in production cost does not mean lower cost to the consumer. </p> <p> </p> <p> </p> <p> </p> <p><strong>Affordable and Human-made, but Compromised Quality or long Dev times:</strong> </p> <p> </p> <p>Accessible games produced by human effort under significant constraints, often suffering from limited polish, scope, or depth frequently created under intense pressure and crunch.</p> <p> </p> <p>Exceptional games like Claire Obscure: Expedition 33, Vampire Survivors, and Balatro prove these constraints aren't absolute. Each found creative ways to deliver quality experiences without conforming to traditional production models, whether through innovative mechanics, focused scope, or years of patient iteration.</p> <p> </p> <p> </p> <p> </p> <p><strong>Quality, Affordable, and Human-AI Hybrid:</strong></p> <p> </p> <p>Games that leverage AI for efficiency while maintaining human creative vision, still largely theoretical but they represent the industry's most promising direction. (retopo assist and UV packers are already massive helping hands, can only wait for what AI will bring.)</p> <p> </p> <p> </p> <p> </p> <p><strong>Made by Humans, Fairly Priced:</strong></p> <p> </p> <p>For our project, <em>Splash &amp; Dash</em>, we're committed to transparent development practices. While we'll experiment with AI tools for efficiency, our priority remains human creativity driving the core experience, rather than making absolute claims about human creation in a digital game. When we do integrate AI technologies, we'll prioritise ethical sourcing, avoiding tools that generate assets from databases containing other people's work without their consent. (While this is still not available, we opt out by not using generative AI)</p> <p> </p> <blockquote> <p><em>Splash &amp; Dash</em> launches this year into an overcrowded, shifting market. With a budget of €0.000 and three team members unemployed due to industry layoffs, we represent the reality behind the “human creativity” debate, passionate developers trying to survive in an increasingly difficult landscape. </p> </blockquote> <p> </p> <p>We're implementing regional pricing, bundles, and demos, without microtransactions. Whether this model proves sustainable remains to be seen, but we're willing to test it. If you want to play our game but can't afford it, there will always be a free demo or an available build on Discord. No one should be excluded from the fun.</p> <p> </p> <p>In conclusion,<strong> </strong>the question isn't whether AI will change game development; it already has. The question is whether we can harness these tools while preserving what makes games worth making and playing. The developers who thrive won't be those who reject change or embrace it blindly, but those who thoughtfully choose when human creativity is irreplaceable and when productivity tools can serve that creativity. As we launch Splash &amp; Dash, we're betting that transparency about our methods and commitment to accessibility will resonate with players who value both innovation and integrity.</p> <p> </p> <p> </p> <p> </p> <p><strong>PS: </strong><em>While I tried to show a balanced and neutral point of view in this article, that is because this is the best way to approach and start a conversation.</em></p> <p> </p> <blockquote> <p><em>But let me be clear: the "impossible to build copyright-free AI" narrative is corporate gaslighting. Remember when Napster got destroyed by Metallica + Dr.Dre? Same theft, bigger scale. Only now it's Tech companies doing the stealing. The system protects capital, not creators, and we are witnessing the largest art heist in history, only everyone is calling it innovation. So if you'll allow me to leave you with a plea: <strong>Learn about how the tech gets made and keep having conversations about it </strong>(especially with those who use it without knowing how the "sausage" gets made, and when a ethical model comes around, follow the old saying, "trust but verify")<strong>,  </strong>because complacency is oppression's favourite tool, and we've already lost enough. </em></p> </blockquote> <p> </p> </div>

    Splash & Dash

    July 21, 2025 15:33
  • Meet the Devs - João Miguel

     

     

    Behind the Characters: A conversation with João Miguel

    When I sat down with João, our character artist, I wasn't expecting to dive into childhood nostalgia, but that's what happened, and it reminded me why I love working on this project so much.

     

    João joined our team after seeing early Splash& Dash gameplay, and his reaction was pure magic. That nostalgic pull from games like Crash Team Racing was strong, he knew he wanted to be part of what we were building.

    What started as character design became something much richer. He didn't just create 3D models; he built entire backstories, developed lore, and created factions within our world.

    Watching him transform our vague concept of "Haunted punk" into a living, breathing cast has been incredible. Working with people like this is the kind of creative partnership that makes indie game development so rewarding.

     

    Watch the full interview to hear about his creative process, future dreams for the project, and why he accidentally became our UI artist too. 

     

    Discord

    João socials:

    Instagram

    Artstation

     

    Splash & Dash

    July 15, 2025 14:43
  • The Digital Living Room:

    <div class="lexxy-content lightbox-container"> <p>I always have a hard time picking where to meet friends for a quick hangout, coffee shops can be crowded or have no wifi, other community centres close way too early, and the weather is not always keen on the evening walk concept. The expression "third space" refers to those crucial social environments between home and work. These have become increasingly rare. Yet, game developers can recreate these spaces through video games as a social experience. I'm about to seriously carbon date myself, but here it goes. </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTUxLCJwdXIiOiJibG9iX2lkIn19--23cf589c41866843f9b68fbafad0354627909bfc/Screenshot%202025-02-10%20204435.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTUxLCJwdXIiOiJibG9iX2lkIn19--23cf589c41866843f9b68fbafad0354627909bfc/Screenshot%202025-02-10%20204435.png"></a></div></div></div> <p> </p> <p><strong>The Death of the Arcade, the Birth of the Digital Hub</strong></p> <p> </p> <p>The arcade was perhaps gaming's greatest third space. A place where strangers became rivals, where you could watch someone play for hours, where the best player on the Street Fighter II cabinet became a local legend. (i still watch DDR and MaiMai players in awe today when Ii visit arcades in London or Tokyo, even though i suck at those games).  When arcades vanished, something irreplaceable was lost, not just the games, but the social fabric around them. </p> <p> </p> <p>Modern game lobbies attempt to recreate this energy. But often fall short, they are menus disguised as 3D spaces, functional but sterile. The truly memorable lobbies understand that they're not just waiting rooms. They're destinations. The 90s and early 2000s represented a golden age of hub world design. Super Mario 64's castle wasn't just a level select screen; it was a playground filled with secrets, a space that felt lived-in and mysterious. The same was true for multiple games of the time.</p> <p> </p> <p>These spaces understood something crucial: the journey between activities is as important as the activities themselves. They invited exploration, rewarded curiosity, and created a sense of place that transcended their function.</p> <p> </p> <p> </p> <p> </p> <p><strong>A Safe Harbour:</strong></p> <p> </p> <p><em>From Karina, our team member:</em></p> <p> </p> <blockquote> <p>"As the younger sister, I was always too afraid or uncoordinated to play the actual game, so the lobby was always fantastic for me. Not surprisingly, games like Diddy Kong Racing, Super Mario 64, and Crash Bandicoot are deeply ingrained in my memory; they all had a “no fail” area for me to play around in for a while. Now I can play the whole game (and even make them). But still, the lobby feels like a cosy, special place where you will never lose. There's no tension, no frustration, just pure interaction with that game's world and other players. You can take your time to unfold its secrets, and you can prepare for battle. It is your home. Creating a lobby for Splash &amp; Dash was almost a duty. Even though it means more work, it's valuable work to provide gamers with a home and a safe place to be."</p> </blockquote> <p> </p> <p>Her perspective captures an essential part of what makes lobbies special, they’re sanctuaries within games, safe harbours where stakes are low and failure does not apply.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTU5LCJwdXIiOiJibG9iX2lkIn19--abdfe34688ae06f090d0638c9205076a805c2bc9/Screenshot%202025-07-10%20at%2016.04.05.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTU5LCJwdXIiOiJibG9iX2lkIn19--abdfe34688ae06f090d0638c9205076a805c2bc9/Screenshot%202025-07-10%20at%2016.04.05.png"></a></div></div></div> <p> </p> <p><strong>The Social Architecture of Digital Spaces</strong></p> <p> </p> <p>Modern games like Deep Rock Galactic's space rig demonstrate how 3D lobbies can foster community. These spaces provide what urban planners call "social affordances" opportunities for interaction that feel natural rather than forced. Even those on the functional side found this achievable, Helldivers 2 ship (mine was named “Fist of Family Values”) was small but allowed for incredible memable moments. The key is creating reasons for players to congregate, linger, and interact. </p> <p> </p> <p>A well-designed lobby doesn't just connect you to matches; it connects you to other people.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTU0LCJwdXIiOiJibG9iX2lkIn19--6df407dd9a0de2d033096804ed62b9dd36b74a37/Screenshot_2025-01-07_163438.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTU0LCJwdXIiOiJibG9iX2lkIn19--6df407dd9a0de2d033096804ed62b9dd36b74a37/Screenshot_2025-01-07_163438.png"></a></div></div></div> <p> </p> <p><strong>The Challenge of Creating a "Third Space" for a Small Team</strong></p> <p> </p> <p>For Splash &amp; Dash, our lobby represents one of our biggest design challenges. We want it to feel spacious and full while serving as an efficient hub for arena selection and customisation. Drawing inspiration from the N64 era, we're treating our lobby as "the underworlds" the place where most of our storytelling happens. For a small team, this approach feels like extra work. It would be easier to create a sleek menu system. But we believe the investment is crucial because this is where players will spend time between matches, where they'll customise their characters, cars, and ability decks, and where they'll form the social connections that keep them coming back. We even have an Apartment system where you can buy a flat in this world, so you can fill it with trophies and unlockables.</p> <p> </p> <p><strong>The Future of Digital Gathering</strong> </p> <p> </p> <p>Some of gaming's most powerful social moments happen (to me) not in competition, but in collaboration. The joy of 4-player split-screen Goldeneye, the satisfaction of clearing a difficult level in Golden Axe with a friend, and the emergent storytelling that happens in co-op games like It Takes Two. These experiences foster parallel play, where people engage in shared activities together. It's the same dynamic that makes a good lobby work: you're sharing a space, but it's up to you how much you want to interact..</p> <p> </p> <p>As remote work reshapes our relationship with physical spaces, the importance of well-designed digital spaces grows. A great lobby doesn't just serve the game. It serves the human need for casual social interaction, for spaces where you can be alone together. Spaces can foster community. They're places where you might make a friend, discover something new, or simply exist alongside other people without the pressure of constant interaction. In a world where third spaces are vanishing, we saw an opportunity to create new ones. </p> <p> </p> <p>The game lobby isn't just where you wait for the next match. It's where you remember why you wanted to play in the first place.</p> <p> </p> <p>We're still considering how players will interact in our game. So far, we have emoji reactions and a horn, but full voice chat isn't out of the question. Please share your preferences and come try it out on <a href="https://discord.gg/PAXXJ6y9ck">Discord</a>.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTc3LCJwdXIiOiJibG9iX2lkIn19--ed0e1993512c1c467ad3f3958d4c5f37be3ee9ac/image.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk2MTc3LCJwdXIiOiJibG9iX2lkIn19--ed0e1993512c1c467ad3f3958d4c5f37be3ee9ac/image.png"></a></div></div></div> <p> </p> <p><em>in this post, you also got to see a bunch of our lobbies and how they evolved over time, We had 5 lobbies so far, testing what worked, and we finally landed on this circular valley design.</em><br>  </p> <p> </p> </div>

    Splash & Dash

    July 10, 2025 15:58
  • How to Trim Your Prototype into an MVP

    <div class="lexxy-content lightbox-container"> <p>We’ve all been there, that wild rush of early prototyping, where every idea feels essential and somehow not that hard to build. But by the time your project has a character creator, 30 mechanics, and a moral alignment system, maybe it's no longer the small cosy game you had in mind. Suddenly, you are in too deep to see what's fun anymore.</p> <p> </p> <p>We started development in a game jam, so when we decided to continue and started brainstorming, ideas were plentiful. But we had to face the hardest truth: <strong>not everything needs to make it into the game.</strong> </p> <p> </p> <p>In fact, most of it shouldn’t.</p> <p> </p> <p> </p> <p> </p> <p><em>Here’s how we learned to <strong>cut features without cutting the soul</strong> of the game:</em></p> <p> </p> <p>Before you cut, define the core pillars of your game.</p> <p> </p> <p>If a feature doesn’t support that core, kill it!</p> <p> </p> <p>What is your game in one sentence? For Splash &amp; Dash it’s:</p> <p> </p> <blockquote> <p><em> “A chaotic multiplayer game where you paint the arena to win and tune your car as you progress through the tournament.”</em></p> </blockquote> <p> </p> <p><br>  </p> <p> </p> <p><strong><em>Ask yourself:</em></strong></p> <p> </p> <p>“Is it supporting the game loop, or distracting from it?”</p> <p> </p> <p>“Is it actually fun, or does it just <em>sounds</em> fun?“</p> <p> </p> <p>We had ideas of mechanics that sounded good, but they slowed the pace and confused players, They were cooler to talk about than to actually play.</p> <p> </p> <p> </p> <p> </p> <p><strong><em>Prototype for Learning. </em></strong></p> <p> </p> <p>Just because you built it doesn’t mean it stays.</p> <p> </p> <p>In Splash &amp; Dash we have a policy of testing everything, just because we built a feature, it does not mean it will be in the final game. Test often and bring as many players as possible to test the initial prototypes and MVP.</p> <p> </p> <p>Keep track of the data that is useful for your game. Watch what players enjoy and what they ignore. If something doesn’t improve the experience or you can’t polish it in time, cut it.</p> <p> </p> <p>Cutting lets you shift from building everything to refining what matters. Your game becomes tighter and easier to work on. </p> <p> </p> <p>Cutting isn't a failure, it's design and a part of the development experience. Letting go of features makes room for Juicy polish and time to actually fix important bugs before launch.</p> <p> </p> <p><br>  </p> <p> </p> <p><strong><em>So if you read this diagonally, keep only this part:</em></strong></p> <p> </p> <p>Define your game in one sentence</p> <p> </p> <p>Kill your darlings (I know you love your ideas, you can still use them elsewhere)</p> <p> </p> <p>Prototype to learn, not to accumulate</p> <p> </p> <p>Lock the core loop</p> <p> </p> <p>Cutting is clarity</p> <p> </p> <p>If you feel like making these decisions takes a lot of emotional effort and team communication, invest in that and remember</p> <p> </p> <blockquote> <p><em>“Slow is steady, steady is fast.”</em></p> </blockquote> <p> </p> <p><br> Got a Miro board full of research and a spreadsheet packed with half-finished mechanics? Breathe. Focus on the fun. <strong>Talk to your players</strong>. Testing <strong>early and often</strong> will give you the clarity you’re looking for.<br>  </p> <p> </p> <div class="lightbox-container"><em><img alt="Splash &amp; Dash GameJam / MVP" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk1ODQ4LCJwdXIiOiJibG9iX2lkIn19--b8be36ad9918a3e62a64586db9f04a49ef5e1ebc/Screenshot%202025-07-02%20165718.png" style="height:1024px;width:1638px;"><br> (humble beginnings, these are screenshots of the GameJam game that worked as a MVP for what is now Splash&amp;Dash (there is a Windows build on the <a href="https://discord.gg/PAXXJ6y9ck">Discord server</a>, go try this mess done in 6 days)</em></div> <p> </p> <div class="lightbox-container"> <br><p> </p> <em><img alt="our first character select" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk1ODUxLCJwdXIiOiJibG9iX2lkIn19--c1e5b92bfc6410eeafc77fdf14af393b7473a33a/Screenshot%202025-07-02%20165803.png" style="height:1024px;width:1638px;"></em> </div> <p> </p> <p>Want to see how we trimmed things down in <em>Splash &amp; Dash</em>? Hop into our <a href="https://discord.gg/PAXXJ6y9ck">Discord</a>. We’d love to get your opinion on the game!</p> <p> </p> <p> </p> <p> </p> </div>

    Splash & Dash

    July 02, 2025 17:18
  • Introducing Splash & Dash, your new indie playground.

    <div class="lexxy-content lightbox-container"> <p>Hey everyone,</p> <p> </p> <p>Excited to introduce you to Splash &amp; Dash, a multiplayer arena racing game that’s all about dashing around and splashing paint everywhere.</p> <p> </p> <p>Picture yourself and your friends duking it out across five chaotic rounds, each packed with obstacles, power-ups, and strategic twists. Whoever paints the largest portion of the arena in their colour walks away the champion. Sounds fun? Trust me, it’s a blast.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk1Nzc4LCJwdXIiOiJibG9iX2lkIn19--f23af84fd73f1bc45c478f50458ad137512f146a/Splash&amp;Dash%20JJUN%20-%20Character%20Select%20Wheel.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk1Nzc4LCJwdXIiOiJibG9iX2lkIn19--f23af84fd73f1bc45c478f50458ad137512f146a/Splash&amp;Dash%20JJUN%20-%20Character%20Select%20Wheel.jpg"></a></div></div></div> <p> </p> <p> </p> <p> </p> <p>Each vehicle has its own class, so you can play as a heavy “brawler,” ramming opponents out of the arena, or as a “speedster” who focuses on precision and agility.</p> <p> </p> <p>As you breeze through each course, you leave a trail of colour behind you, and those aren’t just for show; they’re your ticket to victory. Ran out of paint? No problem, drift your car to recharge your tank, or grab power-ups scattered around the map for an instant refill.<br> <br> Every tournament unfolds over five rounds, and after each match, you pick a card that stacks with your previous choices, tweaking your abilities to suit your playstyle. Want to be the fastest? The bulkiest? The biggest paint spreader? Show us what you got!</p> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk1Nzc5LCJwdXIiOiJibG9iX2lkIn19--2b41f52f6d0d90864cd266a4887b881856599155/Splash&amp;Dash%20JJUN%20-%20Upgrade%20Screen.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk1Nzc5LCJwdXIiOiJibG9iX2lkIn19--2b41f52f6d0d90864cd266a4887b881856599155/Splash&amp;Dash%20JJUN%20-%20Upgrade%20Screen.jpg"></a></div></div> <br><p> </p> <br><p> Let me guide you through the major points of our game:</p> </div> <p> </p> <p><strong>Game Mechanics:</strong>  We designed a fast-paced, competitive experience where territory control is intuitive. Classic racing elements: speed boosts, drifting, meet paint-based area control and a simplified deck builder system. In my opinion, Pure fun.</p> <p> </p> <p> </p> <p> </p> <p><strong>Multiplayer:</strong> Whether you’re side-by-side on the couch or battling online, Splash &amp; Dash has you covered. Local play lets you trash-talk siblings in person, while online lobbies let you prove your skills to a worldwide audience. Our lobbies are packed with unlockable cosmetics, mini-games, and social spaces where you can meet friends before diving in. Replayability was a priority when designing the experience so each match evolves based on the strategies players bring to the arena.</p> <p> </p> <p> </p> <p> </p> <p><strong>Level Design:</strong> We set out to create dynamic, visually engaging arenas that remain easy to read, even when things get hectic. Bold, stylised visuals help you track paint trails and spot opponents at a glance. From narrow corridors that force paint skirmishes to sprawling open zones where you can broadcast massive colour spreads, every map is designed for high-energy mayhem.</p> <p> </p> <p> </p> <p> </p> <p><strong>Art Style:</strong> Vibrant colours are the soul of Splash &amp; Dash. We’ve adopted a stylised, Saturday morning cartoon aesthetic, bright neons, bold paint splashes, and clear visual cues that keep you in the action. Our evolving art direction, which we call “Haunted Punk,” it merges playful designs with subtle, edgy flourishes, creating a look that feels both fun and reminiscent of 90s video games. </p> <p> </p> <p><br> <strong>Scope: </strong>We intentionally kept the feature set compact so that we could iterate rapidly, playtest extensively, and polish until each arena felt just right. This lean approach also gives us room to add new content, arenas, power-ups, seasonal events etc, without overloading the project or the team.</p> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk1NzgwLCJwdXIiOiJibG9iX2lkIn19--41ba10d75f60f82e30329d009c986cbe054f33e6/Splash&amp;Dash%20JJUN%20-%20HUD_05.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk1NzgwLCJwdXIiOiJibG9iX2lkIn19--41ba10d75f60f82e30329d009c986cbe054f33e6/Splash&amp;Dash%20JJUN%20-%20HUD_05.jpg"></a></div></div> <br><p> </p> <br><p> In the next posts, I will let you know more about how we are bringing Splash &amp; Dash to life. We are mid-development with hopes of launching later this year (so do keep in mind the visuals are alpha AF). Still, the game feels made by us for you. We’re a small, four-person team that values making games with players in mind, not profit.</p> </div> <p> </p> <p> Our team motto sums it up best:</p> <p> </p> <p><em><strong>“</strong>Our mission is to create games that celebrate the joy of couch co-op and light-hearted competition. We prioritise fun, crafting simple, accessible games with performance-driven art. Honest pricing and player feedback are at the heart of what we do.<strong>”</strong></em></p> <p> </p> <p> </p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk1NzgxLCJwdXIiOiJibG9iX2lkIn19--ec2823f391d94351fb4c9680baaf56e65a65ce50/Splash&amp;Dash%20JUN%20-%20%20arena%20overview.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsiZGF0YSI6MTk1NzgxLCJwdXIiOiJibG9iX2lkIn19--ec2823f391d94351fb4c9680baaf56e65a65ce50/Splash&amp;Dash%20JUN%20-%20%20arena%20overview.png"></a></div></div></div> <p> </p> <p>It’s a game anyone can pick up right away, but there’s enough depth that mastering it takes time. I hope you have as much fun playing as we do making it.<br> If you’d like to help shape its development,<strong> join our <a href="https://discord.gg/PAXXJ6y9ck">Discord</a> community</strong>, where we host live playtests every week, download the latest build and share feedback to make Splash &amp; Dash the best it can be.<br> <br>  </p> <p> </p> <p>In the upcoming weeks, you will meet the team, learn how you can get involved and participate in the development process. In the meantime, here are some socials to keep on top of things</p> <p> </p> <p> </p> <p> </p> <p><a href="https://www.tiktok.com/@pukaindie">@pukaindie</a> (Ig &amp; TikTok) for 3D art</p> <p> </p> <p><a href="https://www.instagram.com/joaom_3d">joaom_3d</a> (IG) for character art</p> <p> </p> <p><a href="https://bsky.app/profile/dacruz-dev.bsky.social">@dacruz.dev</a> (blsky, IG, Youtube) Devlogs and general shenanigans</p> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p> </p> <p><br>  </p> <p> </p> <p> </p> <p> </p> </div>

    Splash & Dash

    June 25, 2025 21:46