Pedro Mello - Game Developer
Email: pedrogcmello@gmail.com
WhatsApp: +55 (21)99064-4994
Try the game at itch.io:
https://filomolusca.itch.io/smoothie-planet
The game takes place in a space-themed smoothie shop, where the player assumes the role of an apprentice striving to master chemical reactions in order to earn a permanent position. It features a detailed tutorial covering both the core mechanics and the educational content.
Players then develop and apply their knowledge by fulfilling customized customer orders, performing a variety of chemical reactions that require specific methods and precise balancing.
The game features six base elements that serve as the foundation for creating all other substances within the system.
They are stored in labeled bottles on a shelf and can be obtained by clicking on them, which adds the selected element directly to the player’s inventory.
To perform reactions, the player uses a set of tools designed to simulate the natural conditions required for chemical reactions to occur:
The “Atomixer” combines the inserted elements as reactants, producing new substances as the resulting products.
The “Heat-N-Freeze” is used for combustion reactions, which require heat. It can also change the physical state of a substance by applying either heat or cold.
The recipe book stores data on all substances the player has discovered, providing additional information and functioning as an in-game database.
The order ingredients must be placed into the smoothie cup. Upon delivery, the customer reveals whether the result is correct or incorrect.
Each substance requires a specific recipe and method to be created, accurately simulating the natural conditions under which these reactions occur.
There is a wide variety of substances that can be combined to create new ones using the correct methods. Reactions must be properly balanced so that the resulting compound contains the same number of elements as the substances used.
Since all substances are derived from six base elements, obtaining a desired compound often requires multiple sequential reactions.
Key Features
Complex element-combination mechanics with a wide range of product variations
In-depth content explanations delivered through engaging dialogue
Encourages the player’s logic and memory skills
Memorable setting and distinctive characters
A timer mechanic that increases the challenge and reinforces learning
Reviews
Mechanics and Crafting
The core gameplay mechanic revolves around item crafting, with all interactions handled through a drag-and-drop system.
The game opens with a comprehensive tutorial that guides the player step by step through crafting their first smoothie, introducing the available tools and elements.
In this tutorial, as well as in the customers’ requests, dialogue is presented through a text box alongside a visual panel that illustrates the instructions with images and symbols to enhance clarity and understanding.
Collected elements and crafted substances are stored in the player’s inventory. Items can be dragged from the inventory into tool slots or directly into the smoothie cup.
The game features two main environments: the shop and the kitchen. The kitchen is where the crafting takes place, equipped with the necessary tools to perform the reactions.
Chemical reactions are performed by dragging items from the inventory and placing them into the appropriate tool slots. Successful reactions require the correct ingredients in the proper proportions.
After placing the correct items, the player activates the tool by pressing a button, which consumes the ingredients, triggers an animation, and produces a new substance that is automatically added to the inventory.
With the correct substances prepared, the player simply drags them into the smoothie cup to complete and deliver the order.
Progression is driven by successfully completing customer orders. With each fulfilled request, the player earns points and advances to the next client.
After being served, customers reward players with additional educational insights and didactic information.
Customers explain how to fulfill each order. However, they gradually provide less explicit guidance, requiring players to interpret their dialogue and rely on logic and memory to complete the requests correctly.
Customers can repeat their requests if the player feels lost. After some time, a help button becomes available, providing a step-by-step guide for the order.
To complete the game, the player must successfully fulfill all orders from each customer.
The game features a 10-minute timer to complete the level, which pauses during dialogue sequences to allow players to read and absorb the information at their own pace.
If time runs out, players receive feedback based on their score and the number of completed orders. They can then continue from where they left off without the timer for educational purposes.
Players who complete all orders before time expires earn the maximum score.
Production and shipping
This was my first published game and a major milestone in my development journey. Bringing the project to a fully polished and finished state was one of the biggest challenges. I collaborated with a talented artist and partner who handled all visual assets, and with my incredible girlfriend — a musician — who composed the soundtrack. Aside from that, I was responsible for all other areas of development. This project allowed me to significantly deepen my knowledge of Unity and C#, pushing beyond anything I had previously built and gaining invaluable hands-on experience in delivering a complete product.
The platform’s 10-week deadline proved especially challenging for a first release, particularly given the initial scope, which had to be substantially reduced throughout development. This experience became an important lesson in scope management, time constraints, mechanical complexity, and understanding my own productivity and workflow capacity.
As my first official launch, I encountered many technical challenges for the first time — including implementing a fully functional save system integrated with the platform’s SDK. Designing and implementing this system was one of the most demanding aspects of the project. It required extensive study and experimentation, but ultimately strengthened my programming skills and directly benefited future projects. The deep dive into C# and systems development broadened my perspective and reinforced how much I enjoy programming — just as much as game design itself. Creating a detailed and accessible tutorial system was also a new challenge, offering valuable insight into instructional design within gameplay.
The final development phase required intense focus to meet the deadline. Unexpected obstacles and the substantial time invested in research and problem-solving compressed the schedule, leading to a demanding workload. However, this period helped me establish a more disciplined workflow, refine my development process, and gain a clearer understanding of my strengths and limitations.
For the first time, I also produced all sound effects myself. Using a keyboard, I recorded, edited, and modulated sounds in Audacity, in addition to experimenting with foley-style body-generated sounds. I was very satisfied with the final result, which achieved a level of polish appropriate to the game’s scope.
The publishing phase was particularly rewarding. Preparing the game for release — ensuring full functionality, eliminating bugs, and complying with the platform’s technical requirements — was demanding but fulfilling. Seeing the game live, watching players engage with it, receiving reviews, and tracking its performance on the platform was an incredible experience. I am deeply grateful for the opportunity to learn, grow, and achieve this milestone.
The game is published on the Legends of Learning platform. As it is a subscription-based service, feel free to try the game on itch.io instead:
https://filomolusca.itch.io/smoothie-planet