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You are here: Home › Game Dev › Lost Echo’s Preview 44 – The Sugar Dynasties

Lost Echo’s Preview 44 – The Sugar Dynasties

March 13, 2026 | Filed under: Game Dev, Lost Echos

Lost Echo’s Preview 44 – The Sugar Dynasties

 

For the second week of March for Lost Echo’s, I continued working on the internal game system for Lost Echo’s. This time, the focus was on a new experience: The Sugar Dynasties.

The Technical Blueprint

I spent some time reworking Astro Miner to make it more generalized, using it as a blueprint to create basic classes for the Main Menu, Main Game, and Victory screens. My goal right now is to throw together a variety of games as quickly as possible to test the framework.
Both games now share the same model. This allows for a seamless experience where I can get up from the couch, move around the station, and then return to the game to continue inputs. It also handles the station’s power states (on/off) correctly.

The Lore of Sugar Dynasties

For the next game, I’m once again basing the memory around this game based off of Crystal Castles, but adding in a twist by adding in the Sugar Dynasties.

The Sugar Dynasties is a story I thought up over a decade ago taking place in a magical land of chocolate and candy split between 4 kingdoms, but just never thought I had enough points connecting everything together to make it into a full story. It felt like a good way to quickly fit in the characters, enemies and events into a game, and I don’t know, maybe I’ll continue running with the idea that it’s a fictional book series within the Spirit Tamer Universe until I can properly flesh it out one day.

Gameplay Progress

So far, I’ve implemented the core loop:
  • The Goal: Play as Coco Joe and collect tiny gumdrops while avoiding evil ones.
  • The Win Condition: Once all gumdrops are collected, a cake appears. Touching it allows the player to “ascend.”

Future Expansion

I have several ideas for where to take this next:
  • More Kingdoms: Adding three additional levels to represent the four kingdoms.
  • New Enemies: Introducing ice-cream men and gingerbread men.
  • Power-Ups: Adding items that morph Coco Joe into the Black Chocolate Knight.
  • “Multiplayer”: Adding an option for Player Two to play as White Chocolate Sally.
Wait, isn’t this a single-player game? Yes. There would be no way to control that second character. I’m including it for both thematic reasons and because I find it funny.

 

 

 

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Written by J. B. Medlin

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zecona Verified account Follow

Writer, Animator, Game Dev, and Internet Nomad

zecona
zecona

zecona

Verified account @zecona ·
4 Sep

This week for Lost Echo's, started refactoring the Dog to use the pathing system I made with the moths.

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zecona

zecona

Verified account @zecona ·
29 Aug

This week for Lost Echo's, I got a bit distracted with a few ideas, so took a step back to fill in smaller details like this bookshelf in the comms room.

#indiegame #indiedev #gamedev

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zecona

zecona

Verified account @zecona ·
14 Aug

This week for Lost Echo's, finished up getting in and out of the Diagnostic machine. Here you can see the animations for sitting in, and how the machine acts after the player returns to the main game.

#indiegame #indiedev #gamedev

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zecona

zecona

Verified account @zecona ·
7 Aug

This week for Lost Echo's, finished up the interaction logic for the diagnostics machine, and worked on [redacted]

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