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DDDumpling devlog - Typing of the Dead, squishies and grabby bosses

A topic by theorifice created 24 days ago Views: 234 Replies: 1
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Hey all! I've been turning a childhood favourite and my family's squishy obsession into DDDumpling. This is where I'd like to keep the ongoing development story, including the bits that need another go.

In my first devlog, I wrote about Typing of the Dead being one of the most memorable games from my childhood. My family had recently become interested in, or probably obsessed with, dumplings and squishies. Putting those together felt like something worth trying!

The starting point was matching character prompts under pressure. Falling dumplings, quick inputs, little characters to collect. I've done some games with this mechanic on PC before and it's generally enjoyable but gets stale pretty quick.

Initially I was committed to only using the keys as input to the game. Even power-ups required using a matching prompt. This fell apart quickIy when pretty much every play tester tried to tap it. I then realized, I should totally lean into having the player tap and swipe outside of the main game key inputs!


With Slime, clearing the prompts sets you up for the drag that does damage. I want that change of action to feel satisfying. You've dealt with one thing, now get your fingers back onto the playfield and finish the job.

Octopulse takes that further by reaching down and stealing a key. I'm quite fond of how annoying that is.

Octopulse steals a prompt key mid-fight

There's a real tuning problem underneath the joke. If the player misses the theft, it might just look like a button stopped working. I'm trying to make the cues readable while you're already busy matching prompts and watching for the next gesture. That's the multitasking I want to build on.

Players wanted the fun sooner

One piece of feedback stuck: people wanted more direct access to the fun bits without having to grind back to them. Fair enough. If you enjoyed a boss, you should be able to spend some time with that fight.

Boss Time Attack lets you replay bosses you've befriended. Survival gives you powerups and more choice about how to keep going. Once those started taking shape, treating modes as a first-class feature meant revisiting high scores, collectibles and visuals too.

Survival mode with powerups and falling dumpling prompts

I've been working on tuned playability and title visuals so far. I want each mode to grow more distinct, with more music variation over time. I'm excited to find out whether players stick with a favourite or hop between them, and whether that gives them a reason to keep coming back.

I also added a dynamic changelog inspired by Evan Debenham's Shattered Pixel Dungeon. Showing changes inside the game is a fun little project of its own.

DDDumpling is free, offline, with no ads or payments. It's AI-assisted across code, graphics, sounds and writing. These are real gameplay screenshots; the Octopulse animation comes from simulator footage with automated inputs.

itch.io + Android download · Google Play · iOS App Store

I'll keep updates in this thread as I tune the modes. The thing I'm watching most closely right now is that switch from prompts to gestures: whether you spot what the boss wants in time, or only work it out after it's already got you.

I've been working on a gummy alligator with a Punch-Out!! sort of rhythm. Your squishy is down in the fight now: read the attack, swipe the glowing arm or tail, then hit back while Gummy Gator is dazed.

A clean defensive sequence gives you a longer opening. I like that little reward, but I've practised the fight enough that I'm losing track of how much a new player can actually read. Knowing the next swing is coming makes a rather unfair playtester.

Gummy Gator parry sequence and counterattack opening

I've put together three short clips with game audio: a parry and opening, a combo and counterattack, and the finish. These are development renderer captures with scripted inputs, so the clean run doesn't tell me whether the cues are clear to a person. This is a preview of work in progress, not a new public build.

Gummy Gator devlog and clips

I'm tuning the handoff from defending to attacking next. I want that opening to be something you spot in the fight, without needing to stop and read instructions.