Mighty Goose development update

Mighty Goose development update

Hey there Patrons! About time I hit you with a development update. The last few weeks I've really been hitting the gas on development speed. Certain life events had slowed me down a bit the weeks before. These things happen, but I was still pretty bummed out because I hadn't been working on the game that much. Now things are running smoothly again and I'm really happy about that!

What also really helps is that there is now an official deadline for the game! 👀 Yes. I can't share what that date is yet, but it's safe to say I'll be working very hard this coming period.

But let's not dwell on that for too long, time to update you with some actual information 🙂

Behold! The 4th version of the Mighty Goose logo. Most likely this is the final iteration! I always felt the logo lacked some polish and could use a bit more personality. But most of all, someone said the goose in the previous version looked like a bunny! And it was kind of true. So I paid specific attention to the little head at the top and I think it came out looking pretty comical. Anyway, say hello to the new logo!


Cinematics have been on my mind for a long time. They are an excellent tool to tie the loose ends of the game experience together. For Mighty Goose I'm using a mix of in-game and prerendered cinematics. While in-game cinematics have their own unique charm, but they are cumbersome to make if you want to do complex stuff. At TurtleBlaze we chose a similar approach with KUNAI.

To be honest I also really like compositing these little animation clips. Frame elements are drawn in Clip Studio Paint or Photoshop and then composited in Adobe After Effects or Blender.

The benefit of compositing I can also use gameplay recordings and do magic trickery with them. This gives the clips a nice semi-in-game look!

This scene in particular shows another bounty hunter bird, Raven. Hired by the Void King to assassinate Mighty Goose. Quite a mission impossible, but he'll be trying to kill you in any case 🙂


Working on the armory

It's about time the Armory became a little more functional. Well I've actually been adding a load of dummy objects, but the UI is functional! It also isn't very pretty yet 😅

Companion dummy menu


Website w.i.p.

Yes. There I said it. I like making websites. Here's a little sneak peak at the w.i.p! The domain is https://mightygoosegame.com but you won't find anything there yet 😉

I've been mostly working out what I want to display and how I want to show it. Most likely it's going to be a fancy version of whatever the steam page is going to be.



No this isn't a spinoff game. For the final mission I'm making a Starfox inspired intro sequence. It won't be that long and is mostly just a fun little nod towards a great classic.


The final stage of the game will be a mission to invade the flying fortress KOLOS1 and deal with the Void King. To make this experience extra cool I thought it would be great to make the final approach a special event. This Stargoose sequence is just a short part of the experience however. After getting in range the Goosejet is deployed for another shmup level.


Final Approach

Here's a w.i.p of the Goosejet final approach segment. Massive hunks of metal in the background, this industrial / docking bay style area should feel BIG. The scale of this flying fortress is emphasized by huge backgrounds and special approach experience.




A lot has been happening lately. Too much to write down! I just want to say, good things are on the horizon. But also a mountain of work still needs to be done, which is no problem because I love it! I just want to end with saying your support is and has been greatly appreciated. Also of those who have donated in the past! I don't have quite as much time to write lengthy Patreon posts as I did when I launched my Patreon. But I also know your support is not to get exclusive content or whatever. It's genuine support, and I love that.

In closing, I'll leave you with the latest w.i.p. track from Dominic. Have a great day!