Podcasts And Details Regarding The Next Prototype

Greetings friends, it’s been quiet here for a little while longer than expected, but we have been busy nonetheless. We have a few major updates to go through, so lets get strait to it.

1. Prototype updates

In this prototype for “Monster Bust”, there is only one room and a handful of enemies to play around with in order to get a basic idea of the mechanics. We would greatly appreciate any feedback you fine folks have in order to improve upon the current code and provide a better experience. The next build will include more enemies, more locations, and more attacks for you to experiment with. The current control set up is as follows:
Z = Jump
X = Punch
C = Kick
You will have to x out of the window in order to close the program.

2. Podcast

We here at Team Salmon have recently launched a weekly podcast where our hard working artists, programmer, and animator discuss progress and challenges that occur during the development process. Our first two podcasts can be found here and here Our third episode will be released shortly.

3. Art


Meet Malaina, a hardened outlaw from Australia who has found herself turned into a snake woman, fighting off a half crazed population.

slime girl concept small

And here is the thicc and brainy ball of jelly, the lovely Penny.

Malaga Tiamat

A potential concept that may make it into the game.


That’s all for this update, thank you for taking the time to stop by. We hope to see you again real soon!


More Art, More sprites, and an updated Demo

“Like a crab, we’ll side step our way there eventually!” ~Templar~

Hi there! Sorry it took so long to write this update, but we have been hard at work here in our little pond on “Monster Girl Bust”, and I must say that it is coming along quite nicely.

First up, We have our boy, Bobby. He might be a little fella, but he’ll still run you down like a train. Okay more like a Volkswagen.

football player concept

Next up is the lackey of the first level boss, a fungus infected worm that can stun you momentarily with the spores he shoots out of the back of his arms. Watch out, he bites.

slug concept








Last, but certainly not least, is our first boss. She’s a special mushroom in the sense that she spawns the worms when she feels threatened. Her spores and teary sonic screeches stun the player. She can also bring down the house when she flails about.

mushroom boss concept

Right, onto the next bit, background art.

Here we have an abandoned subway. Not exactly original I know, but it’s still fun to play around with. Still under construction, but it’s coming along nicely thanks to the hard work of our artists Teagan and Quincy.
Here we have Teagan laying on the pretty colorsScreen_Shot_2017-06-03_at_11.01.24_PM

And here we have Quincy drawing up the ever so important blue prints

mushroom subway bg pre1

And here is the beginnings of a sweet collaboration.

mushroom subway colored


Hmm, looks like some young punk decided to tag the abandoned subway. I wonder if this insignia plays a role in the game.


And now for the meat and potatoes of the post. As I said earlier, we here at Team Salmon have been hard at work on getting this demo ready for a late summer launch. Currently our lovely programmer Amarin of all trades is tinkering with the enemy A.I. We wouldn’t want this to be too easy now, would we?

Check out our latest build and let us know what you think.

Thanks for stopping by, hope to see ya soon.

Meet the crew: Quincy, a pretty cool guy. Plus the latest build of “Monster Bust”

FireWolf: What made you want to get into the gaming industry?

Quincy: I appear to still be holding onto my childhood dreams, despite life’s trials. I used to define myself by video games and I want to make my ideas into reality. I hope to break the chain of mundanity and work in a creative position, while still making a living. I have a flexible mind and pride myself on translating people’s ideas onto the canvas.

FireWolf: What is your position in Team Salmon?

Quincy: I originally joined to be an artist, and that’s what I mainly do here. But sometimes I show that I can do other things, like write music, and I have the opportunity to crossover. Maybe I can improve my skills from the more experienced.

FireWolf: What is your favorite game genre? Is there a specific game from that genre you like the most?

Quincy: Since life happened and I feel I need to play catch up, I don’t make time for video games like I used to. I think I used to play lots of platformers, like Megaman Unlimited. If anything, I’m more of a “flavor of the month” person, playing interesting games I hear about just once, and then never again. The last game that I really liked, that wasn’t Undertale, was an obscure 3DS eShop game “Weapon Shop de Omasse”, a game where you forge weapons for the RPG heroes. Protip: Tap the edge of the metal and get as many hits on the weapon as possible. And you really should reheat it. Don’t finish it up quickly like the game says!

FireWolf: What is your hobby?

Quincy: Internet videos and articles are pretty much assumed, I watch video game related stuff still. I sometimes like making food from video game lore (Feast of Fiction Youtube and the late Gourmet Gaming tumblr). I like traveling and exploring my surroundings for interesting things, especially since Pokemon GO happened. What I really need to do is figure out what I have left, if I were to remove video games from my life.”

FireWolf: What do you do outside the team? Do you have work/attend school?

Quincy: I graduated from college in 2014. Now I work part time at <Frozen Custard Stand> and try to improve myself while attending to my family, who I still live with. I’m hoping to get a new job soon so I can move out.

Once again, props to Firewolf for getting this interview done.
In other news, we now have the latest build of the game up for grabs. Enjoy juggling enemies with updated visuals and sound effects


Updates, Art and other neat stuff

Greetings, oh seekers of quality gaming. Tis I, Bill, the humble producer of Team Salmon’s upcoming title “Monster Bust.” I come to thee with updates on our progress.

Our team is currently hard at work putting together the second build of the demo, which should be ready soon. However, that doesn’t mean we have nothing to show. Here is a small taste of the juggling mechanics that will be present and accounted for in the final demo.

We are also working on grappling grappling mechanics that will be implemented in a later build prior to the release of the final demowhoppingreliabledunlin

Next up, we have a bunch of mannequins to show off. Mannequins are used as templates for the spriters to reference when creating the sprites. Here is the latest mannequin sheet for Sami’s attacks


Last up for today, random power ups presented with absolutely no context. Enjoy!


That’s it for today folks, please be sure check back in with us for more updates. We should have some music and another build of the game up here soon.