Feature Gallery

In an effort to make the game feel pretty seamless, we wanted the start screen to smoothly transition from menu to gameplay. This meant having a system where save data reliant objects reinitialized their state upon save slot selection.

This effort also applied to transitions across scenes. Levels were structured in a way that made them small enough to load very quickly on our min spec machines, foregoing any need for a loading screen.

A tour of the C-Star. Our Map, Mod Chips Menu, and How-To’s live here. We wanted it to feel like GameBoy-like device that could actually exist in this world, that this was a way for Woodsbeard to communicate with Seafrog.

A quick highlight of the core skating movement through an early level

Early prototype version of the game’s core skateboarding-inspired movement. This was one of our first attempts at making the skateboarding physics less realistic, more gamey. You’ll notice at one point the player slams into the ground going straight down, with more realistic physics normally this should result in a dead stop but as a player this was so unsatisfying! We stuck with the idea of preserving your speed as much as possible to keep the player moving.

Boss Showcase: Gerald.