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Freaky Awesome screenshot
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Genre: Shooter, Role-playing (RPG), Simulator, Strategy, Adventure, Indie, Arcade

Freaky Awesome

Fix 0.9.0.04

Hi! Here is a new fixes for our alpha version!



Changes:



  • Boss Worm re-worked!
  • Problem with huge amount of keys should be solved now!


What’s coming soon:



  • Remapping keys on keyboard and gamepad
  • Adding D-pad support for the gamepad
  • Mouse controls support


If you found a bug, want to check known issues, here is the right place:
Steam forum thread for bugs and issues

You can still sign up for the alpha here:
http://eepurl.com/cEbJqD

Join our discord channel:
Join our Discord

Fix 0.9.0.03

Hi! Here is a new fix for our Alpha version. We still getting a lot of useful feedback from players and it's really cool. Thank you!

Changes:



  • Locations is bigger now
  • You'll not mutate so often
  • Mutation 3 ("Fish") changed: second attack is a bit faster now
  • Fixed bug when you go out from the pool and go to main menu at that time.
  • Fixed bug when you spawn egg in mutation 2 and go to another room with an enemies at this time


What’s coming soon:



  • Remapping keys on keyboard and gamepad
  • Adding D-pad support for the gamepad
  • Re-work boss Worm
  • Mouse controls support


If you found a bug, want to check known issues, here is the right place:
Steam forum thread for bugs and issues

You can still sign up for the alpha here:
http://eepurl.com/cEbJqD

Join our discord channel:
Join our Discord

Fix 0.9.0.02

Hi! We continue work on bugs and feedback for Alpha version. Thanks for your activity!

Before:




After:




Changes:



  • Gamepad controls re-worked. It's smooth now!
  • Second mutation (which can spawn eggs) re-worked!
  • Bug when you quit to main menu while mutation changing fixed.
  • Problem with "Reset Settings" in menu fixed. It has no effect yet, but now you'll not stuck on it.
  • Now you can change music and sounds volume with arrows as well
  • Intro location got some visual fixes


What’s coming soon:



  • Remapping keys on keyboard and gamepad
  • Adding D-pad support for the gamepad
  • Re-work boss Worm
  • Mouse controls support


If you found a bug, want to check known issues, here is the right place:
Steam forum thread for bugs and issues

You can still sign up for the alpha here:
http://eepurl.com/cEbJqD

Join our discord channel:
Join our Discord

Fix 0.9.0.01

Hi! We got first feedback from players on our Alpha and working on the issues and feedback. Thanks for your activity!

Changes:



  • Main menu reworked
  • Loot picking up fixed
  • Passive items which is flying near you (such as blade) are not making damage to tnt boxes and another objects around you
  • Fixed bug when you press continue and the game crashes
  • Now you can’t overclick “Play Offline” button
  • Intro location got some visual fixes
  • (0_o) The game is not freezing now when you press “P” on your keyboard



What’s coming soon:



  • Remapping keys on keyboard and gamepad
  • Adding D-pad support for the gamepad
  • Re-work second (big) mutation
  • Re-work boss Worm


You can still sign up for the alpha here:
http://eepurl.com/cEbJqD

Join our discord channel:
Join our Discord

Alpha-testing is started!

Hi! We are very glad to tell you that alpha testing is started!

The testing will be sorted by waves. If you already signed up for it, go and check your email! Don't worry if you didn't find an email from us! Maybe you are not in the first wave of testers and will get your access a little bit later when we fix first bugs.

You can still sign up for the alpha here:
http://eepurl.com/cEbJqD

Join our Discord community!



Hi, All!
We know that a lot of you are waiting for a testing. We’ll come back with the info soon!
In preparing we created a Discord server and you are very welcome!
You can suggest something there, share bugs, find friends for online co-op and talk directly with the dev team!
Here is the link:
Join!

If you are still not signed up for the testing, here is the right place for it:
Sign up!

- Mandragora

Untitled

DevBlog 2: How do mutations work in Freaky Awesome?

Greetings from Mandragora Studio! Today we'll talk about unlocking new mutations in Freaky Awesome.

We understand that for the majority our dear players the mutations system in our game is covered by the mist, so we decided to lift this veil a bit for you. There will be about 10 mutations each having unique mechanics. Only 2 of them will be unlocked from the start, and you'll have to get the rest on the go. When you kill an enemy, it leaves a mutagen plash. If you collect it, your HP meter will fill a bit, simultaneously increasing the Contamination meter. Having this meter at maximum, you mutate to a new form randomly chosen from those you have unlocked. It may happen pretty often during battles, so you'll have to quickly adapt to different controls and mutation features!

On each location you'll come across this Cell:



As you may see, it has locks to put some keys or coins in, or you can donate your blood at the cost of your HP. Thus, you'll have to open all the locks on this Cell. This progress saves permanently, so you'll be able to enter the room with this Cell, drop a few coins in it and go further. On the next run, the coin meter will stay the same. After several runs you'll be able to open each lock and release new mutation from the Cell. You'll have to defeat it and take special mutagen. Right after that you'll mutate to a new life-form unlocking it permanently.





That's all for today! Later on we'll tell you about new game mechanics and uncover some insides. See you soon!

DevBlog 1: How we are using animations in the engine

Greetings to y'all! We've decided to tell you a bit about our Freaky Awesome working process and the tools we use. Most of them were made in our studio specially for our needs. The tools list is pretty long and generally consists of some minor solutions to optimise the work and make it easier for each team member. So today we're going to tell you about the tool that we use to make animations production easier for us.



That's how animations look in Adobe Photoshop. As you may see, the animations are being drawn frame by frame. We export this animation in separate PNG files. This could take a lot of time if doing it by hand, so we decided to optimize this process.



Adobe Photoshop allows us to make our own scripts for the certain scenarios. We used this feature to create a plugin that can work with particular PSD file or even number of folders. Thus, we can export all our few hundreds of animations with just one click. The plugin parses a file name and, on the basis of it, puts the gotten images and timeline files to certain folders.



As the result, we get a pack of pictures plus description files for each animation that are used later to be imported in Unity3D.



That's when the animation importer comes to the scene. We give it the folder with the resources we got earlier, and it creates animation files within Unity. It can also pack the graphics and set their necessary settings on the go.



We can watch the animation files we got inside Unity and correct the timelines, or even add some events for the certain frames.



A gotten prefab (a game object) is ready to use in project. We just need to put it on the scene. We can also reflect animations vertically or horizontally. Generally, animations can be played in separated stream, so that we can pause only the part of animations within it. Thus, we created the comfy solution on working with animations that perfectly fits to our project and works fast.

We'll read all the comments, and if there'll be some positive reaction, we'll try to make more such posts. See ya! Till the next post!

Sign up for beta!

We are going to make a beta (maybe alpha) with our community this Summer. If you want to play early buggy version of the game and provide us with your feedback on how to make it better, go here:

Sign up for beta

We'll send you all info later at some point.