The gameplay in Potato Planet! is as physics based as possible. Surfaces can be slippery, sticky, or bouncy. Objects can be moved around and sometimes destroyed. Even the movement of enemy potatoes is physics based. The core idea being that
Screenshot Saturday 09-26-15
Did you know potatoes spend most of their lives underground? When venturing down there, be sure to harvest enough baby potatoes to power your flashlight or you might not notice a potato sneaking up on you!
Screenshot Saturday September 19th
Rock too big and heavy to move? In Potato Planet! you can lube up the ground with some slippery mashed potatoes and watch it slide away to help solve puzzles or reveal hidden secrets!
Screenshot Saturday September 12th
Sometimes failure can lead to the discovery that mashed potatoes are not just a tasty treat, but also a slippery problem solving tool.
Screenshot Saturday September 5th
In Potato Planet! the adult potatoes can get pretty angry when you harvest their young. You can use baby potatoes as ammo for your gun. But with a limited number of potatoes, you might need to come up with a
Potato Intelligence
The potatoes in Potato Planet! might be the smartest potatoes in the galaxy. But, they are potatoes. How smart could a potato really be? To get the AI right in the game, I had to come up with something that
Screenshot Saturday
In Potato Planet! you can feed baby potatoes to mushrooms to make them grow bigger and stronger to use them as a launchpad for yourself or other objects.
Gravity is tricky.
Gravity is a tricky thing in video games. In most cases you need it to be familiar enough that objects and movement behave in a way people expect. But, if it’s too realistic, then it can eliminate quite a lot
Screenshot Saturday
First Potato Planet! screenshot. Check back every saturday for more! Gameplay video coming soon!
Potato Bugs
Good times fixing bugs today. – Fixed splotchy landscape shadows – Assorted performance improvements – Fixed some animation transitions – Fixed some collision issues with small potatoes – Fixed preshadow cache bug on destructible objects