Lootfest cover
Lootfest screenshot
Genre: Adventure, Indie

Lootfest

Update - editor polish

This update contains a lot of little improvements.
The editor has been improved, specially the undo function.
Movement, jumping and attacking is improved.
Fixed the emotes and the first person camera.
Fixed all reported crashes.

Lootfest HD remake



I remade the art style of the game. The blocks are now 6 times smaller and has a flat color instead of a texture. I was going for a 16bit pixel art style - in 3D.

The current version has a creative mode only, which I will work on for a while before I add monsters and levels again.

Each block uses a 16bit value that combines 4096 different colors with 15 material types. I am not currently using the materials, but they will used to set properties to the blocks - like making breakable glass and such.

The game got 216 times more blocks and 432 times the amount of data. I broke the memory limit of XNA and had to port the game to MonoGame.

You can access the old adventure version by selecting it from the list of Betas:

Lootfest is a failure

I've now been working on Lootfest for 8 years! The complexity of the game has grown and is now far too big, specially for a single person project.
It is clear to me now that the game will never become what I initially planned.

What mistakes has been made:

  • Early access doesn't work for me. I get almost no feedback, people don't report bugs/crashes. People expect a almost complete game and just get a negative experience. My end goal has always been to make people happy, and this is the opposite.
  • I started planning a full 16 hour experience. Should have started much smaller.
  • By streamlining the game, removing crafting and collecting, I killed what many enjoyed about the original game.
  • I thought more persons would play with a controller. It is too much of a console game.
  • The person I hired did not work out, had to throw away most of the code, mainly for the level layout and start over from scratch.


What will happen now:
I will continue working on the game, but not at full time, it will be a side project.
I am thinking about making some big changes. For one I want to make a big change to the art style, and try move away from "just another Minecraft clone" as much as possible.
I will not leave early access until I am happy with the result. I am thinking about hiding the store page until it is a full release, haven't decided yet.
I will at least change the game description to warn about these issues.

I will answer any questions you got in the comments below.

Update: Open map, levels removed



I thought the levels where boring so I made the game open world instead. The downside is that is easy to get lost, need to work on making each area differ more and set up some road signs.

Dev blog video - September

See video:
https://www.youtube.com/watch?v=4hpK2dq-Xes

Update: Emotes



-The emotes now work properly and are easily accessible in the pause menu.
-Added 25 new appearance options.
-Created inter-level teleport, and in-level mixed terrain types (see spider level)

Update: New Spider and Orc Level




  • Fixed about 15 game crashing bugs for network play
  • Spider and Orc Level has been improved slightly
  • Removed half of the temp-levels to reduce the repetitiveness


My focus now will be to make about 6 really great levels before I add any more.

Small Patch: Bug fixes, Horse level




  • Fixed bugs with the fullscreen and model editor
  • Slighty improved horse level
  • Squigs added to the game
  • Youtube recording setup options

Update: Inproved chat & Goblin Level




  • Extended character support including German, Russia, Common Chinese/Japanese and Thailand letters.
  • Removed fullscreen, uses borderless instead.
  • Cleaned up the model loading, hopefully removing loading bugs.
  • Restored the Goblin level.


Dev blog video

https://www.youtube.com/watch?v=a9hxANSuRqI