Hello, lovely players! I’m Ya Mao, and here’s the March game development update for Shiba Sweet.
This month’s development focused on designing all in-game festival posters, re-evaluating the game’s economy, localizing the recipe book and chalkboard hints, adding controller-friendly features, and expanding seasonal calendar content. I also implemented several adjustments based on player feedback.
To be honest, I am not naturally a 2D artist because most of my skill points are invested in 3D. However, as a solo developer with no plans for outsourcing, I poured my heart into completing these designs myself. While the process was slow, the upside is that the art style perfectly matches the game’s atmosphere and the messaging is clear and easy to read.
The economy is the backbone of the gameplay experience. In Shiba Game, the economic system governs ingredient costs, dessert selling prices, and unlock fees, while also impacting decoration purchases and Chef XP. This month, I performed extensive calculations and cross-verified spreadsheets to fine-tune these values. Based on the results, I also adjusted the dates for several festival events.
The recipe book textures are not driven by a standard UI. Instead, I use a custom texture system to achieve a specific look. This required preparing unique textures for every localized language and setting up the material logic. I also finalized the unlock logic this month to ensure that once a recipe is earned, the step-by-step process displays correctly in the book.
Players can pin their current recipe to the top-left corner of the screen, displaying a cute little chalkboard so you do not have to keep flipping back through the book while baking. I finished the remaining textures for these hints and implemented a sequencing feature. If a recipe has multiple steps, the chalkboard will now automatically cycle through them in order.
Outside of the main kitchen area where you move your Shiba, all UI buttons are now navigable via the controller’s thumbstick. I also added a continuous scroll feature. Simply hold the direction button to glide through menu options automatically, saving you from repetitive tapping.
While the basic calendar was ready for the Demo, this month I added logic for seasonal transitions. When a new season begins, the calendar will update with distinct star icons marking special festival days. Clicking these icons will now reveal the corresponding festival posters.
Thank you so much for the feedback provided through the surveys! This month, I implemented the following:
Lighting Tweaks: I brightened the overall kitchen lighting and fixed the issue where the shop exterior was too dark at night.
Seasonal Grounds: Ground textures outside the kitchen now change dynamically with the seasons.
Profit Rebalancing: I used festival events to improve the profitability of older recipes so players are not forced to only bake the newest unlocks.
Special Days: Kitty Day and Doggy Day will now grant sales bonuses for desserts.
March felt like it flew by in the blink of an eye. Looking back at my daily logs, I am honestly surprised by how much was accomplished.
The game is steadily growing into its final form. It still needs time for complex structural work and fine-tuning, but I am putting all my time and heart into watering this project every day. I hope that when the game finally reaches your hands, you will be able to feel the warmth and cuteness that went into making it.
Thank a lot for reading this far. See you in next month’s devlog!
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