The BETA is open! Check it out!
This is the official thread of Food Splatterhouse [BIG]. Since i'm developing the game on a daily basis (at least at the time i writte this), i'm going to post the development process, including problems and what i have so far. Also, you can help by suggesting features or code algoritms that can simplify the process.
But what is Food Splatterhouse [BIG]?
Is a remake of my previous game of the same name. It features the same gameplay style, but in a more clean/polished way, including some changes and additions to it. Is exclusive for 3DS and is not being developed on a WiiU or something.
Food Splatterhouse is an arcade top-down arena shooter and, as the name suggest, you fight against hordes of mercyless food that wants to kill you spraying blood all over the screen. And well, that's pretty much all.
Why did you create it?
When i was joking around with Trigonometry and other stuff, i had the idea of making a violent top-down shooter with all that, so i made a quick demo where you shooted a Strawberry that chased you and spawn blood when you shoot it.
The main idea was to make a "gore" shooter where the screen is filled with blood, but then i thinked that that was exaggerated on a Ninty console, so i taked a more "friendly" approach without trashing the concept: Replace blood with "food juice". And voilรก: Food Splatterhouse.
Improvements over the original:
- Improved gameplay overall sequence
- Improved visual FX (special thanks to realTiP and 12Me21)
- Increased population of enemies (100 on [BIG] vs 50 of the original game)
- Day/Night variation
- Dynamic shadows
- Combos
- Powerups
- Improved boss battles (with ACTUAL bosses)
- Score and Money system
- Shop containing Skins for enemies and player, maps and more.
- Custom control scheme.
- Party Mode (replaces blood with confetti and comedic sounds)
- 4 game modes:
-Arcade: Default game mode where you earn money by shooting enemies.
-Free Play: Play with your own settings. You can modify enemy damage, global speed, and more!
-Suicide: Same as Arcade, but more difficult and insane
-Boss Rush: Play against all the bosses of the game!
- Dynamic maps (maps with actual animation/detail).
- Vault that contains some extras like the original Food Splatterhouse.
- A "nice" menu that i'm afraid to edit
Screenshots:
Development progress:
- Gameplay (100%)
- Main Menu (100%)
- Shop (50%)
- Game Modes (100%)
- BGM (100%)
- Sprites (98%)
- Extras (70%)
This is the official thread of Food Splatterhouse [BIG]. Since i'm developing the game on a daily basis (at least at the time i writte this), i'm going to post the development process, including problems and what i have so far. Also, you can help by suggesting features or code algoritms that can simplify the process.
But what is Food Splatterhouse [BIG]?
Is a remake of my previous game of the same name. It features the same gameplay style, but in a more clean/polished way, including some changes and additions to it. Is exclusive for 3DS and is not being developed on a WiiU or something.
Food Splatterhouse is an arcade top-down arena shooter and, as the name suggest, you fight against hordes of mercyless food that wants to kill you spraying blood all over the screen. And well, that's pretty much all.
Why did you create it?
When i was joking around with Trigonometry and other stuff, i had the idea of making a violent top-down shooter with all that, so i made a quick demo where you shooted a Strawberry that chased you and spawn blood when you shoot it.
The main idea was to make a "gore" shooter where the screen is filled with blood, but then i thinked that that was exaggerated on a Ninty console, so i taked a more "friendly" approach without trashing the concept: Replace blood with "food juice". And voilรก: Food Splatterhouse.
Improvements over the original:
- Improved gameplay overall sequence
- Improved visual FX (special thanks to realTiP and 12Me21)
- Increased population of enemies (100 on [BIG] vs 50 of the original game)
- Day/Night variation
- Dynamic shadows
- Combos
- Powerups
- Improved boss battles (with ACTUAL bosses)
- Score and Money system
- Shop containing Skins for enemies and player, maps and more.
- Custom control scheme.
- Party Mode (replaces blood with confetti and comedic sounds)
- 4 game modes:
-Arcade: Default game mode where you earn money by shooting enemies.
-Free Play: Play with your own settings. You can modify enemy damage, global speed, and more!
-Suicide: Same as Arcade, but more difficult and insane
-Boss Rush: Play against all the bosses of the game!
- Dynamic maps (maps with actual animation/detail).
- Vault that contains some extras like the original Food Splatterhouse.
- A "nice" menu that i'm afraid to edit
Screenshots:

- Fixed some issues when the game restarted itself (when you die and return to the title screen).
- Added a BETA intro when the assault is going to begin.
- Fixed another issues with the in-game reset. I hope is the last.
- Bosses! As the original game, bosses will appear when you reach a specific number of kills, and you will fight up to 3 bosses at the same time. But now the boss fights will be different because
A) Enemies will stop coming when you're fighting bosses because read (B), so it won't be complicated
B) Bosses will have 4 patterns:
1.- Stomper: Will jump to the clouds and will try to stomp you
2.- Gunner: Will fire you bombs at high speed (sorta)
3.- Protecter: Will have a ring of projectiles that will serve him as protection. Also, he can fire them.
4.- Bullet Hell: Will fire bunch of bullets on a similar way as Danmaku games. (Only if using a certain enemy skin)
C) Bosses will have a light attached to it to ressemble that they are evil!
The pattern is still WIP, but i manage to code most of Stomper

- New effect: Puffs! When you shoot enemies, they will spawn puffs representing either blood or confetti. The confetti puffs will "spin" (change size on the Y axis so it can looks like is spinning) in a same fashion as real confetti!
- Added a new skin for the enemies.
- Improved the Stomper Boss. Now is compatible with most skins (3 out of 5) and fixed some anomalies with the shadow animation. Also, the smoke spawning is improved so it can look consistent, and the spawning code is improved:
And well, that's all for today. the next days i'm going to be as busy as yesterday, so don't expect updates on those days.