A golden egg hatching on a neon-lit factory corridor

We hatched a game about platforming clarity, explosive puzzles, and kindness.

BombChicken began as a sketch about readable chaos. If the factory can sing a beat, anyone can learn to dance through it.

A Tiny Sketch Became a Friendly Arcade

A fizzing fuse as a timer; a stack of bombs as a stair. Two ideas, one cozy loop.

We tuned shapes, sounds, and spacing so your eyes learn first. No grinding, no pay-to-win—only practice, pattern-reading, and goofy hats.

  • Clarity before spectacle
  • Short runs for everyday play
  • Cosmetics only—fair forever
Notebook doodles evolving into level mockups

The Road So Far

  1. Sketch & Fizz (Month 1)

    Paper mockups, cardboard tiles, and a single tap that made a gentle fizz. We treated the sound as a metronome so players could “feel” timing before worrying about precision.

    • Two beat lengths: short for snappy moves, long for planning.
    • Learn by ear: players counted along and moved on the second tick.
    • Instant retry: quick restarts kept experiments playful.

    Takeaway: if timing is musical, confidence goes up and panic hops go down.

  2. Stacking Bridges (Month 3)

    Stacks turned blockers into choices. With small ladders and pocket platforms, players began to sculpt routes instead of brute-forcing jumps.

    • Default two-stack: smallest ladder first; add only if required.
    • Diagonal pop: one clean boost often replaces an extra stack.
    • Ladder lock: place, wait a cycle, confirm it survives presses.

    Takeaway: tiny, deliberate builds feel smarter than tall, wobbly towers.

  3. City Rhythms (Month 6)

    Rooms got personalities. Each lane taught timing through sights and sounds so players could read the beat without UI clutter.

    • Canteen Market: short fizz, quick belts, noisy clanks—move crisp.
    • Boiler Room: long swells from vents—watch two cycles, then commit.
    • Temple Festival: fast drums—single taps and confident route changes.

    Takeaway: readable audio–visual cues beat pop-ups and tooltips.

  4. Kind Scoring (Month 8)

    We tuned points to reward calm routing over grind. Clean rooms and stylish decisions matter more than risky detours.

    • Style Streak: consecutive clean rooms gently multiply score.
    • Near Miss: tiny bonus for a close call without damage—celebrate learning.
    • Optional eggs: fun side goals; skip if the follow-up isn’t clear.

    Takeaway: fairness + clarity = players return “for one more run.”

What We Believe

Fairness

No paywalls, no boosts. Skill, not spend, shapes your score.

Clarity

Readable shapes and sounds teach faster than tooltips.

Rhythm

Beats you can hear and feel—glide on the swell, hop on the upbeat.

Joy

Close calls become stories. Hats add the laugh track.

Behind the Art

Soft edges, bold reads, friendly contrast—built to work indoors and outdoors.

Concept art of market lane color keys
Bridge scene with bus silhouettes
Festival night palette exploration

Team

Small, stubborn about polish, and obsessed with readable fun.

Portrait of Arya Singh — Creative Director

Arya Singh

Creative Director

Portrait of Kabir Rao — Lead Programmer

Kabir Rao

Lead Programmer

Portrait of Meera Joshi — Art Director

Meera Joshi

Art Director

Portrait of Raghav Menon — Audio Designer

Raghav Menon

Audio Designer

Portrait of Ananya Kapoor — Level Designer

Ananya Kapoor

Level Designer

Portrait of Rahul Iyer — QA Lead

Rahul Iyer

QA Lead

Questions We Get

Is BombChicken pay-to-win?

No. Cosmetics only. Scores come from skill and rhythm, not spending.

Why focus on “readability” so much?

We want you to learn by playing. Clean shapes and sounds make patterns obvious fast.

Will there be multiplayer?

We’re exploring friendly time trials and ghost races—nothing competitive or toxic.

Does stacking make the game easy?

It makes it creative. You’re sculpting routes; mastery is in when and where to stack.

Things People Said

“A rhythm toy disguised as an arcade—gentle, smart, and silly.”

— Game Journal

“The fuse-as-timer idea feels instantly right.”

— Indie Radar

“I laughed when I lived. I laughed when I died.”

— Play Weekly

Fun Facts

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    The first golden egg sketch was scribbled on a train ticket during a bumpy commute. We kept the wobbly outline because it looked happier than the “perfect” one.

    Prototype note: the egg originally winked on every second beat.

  • image

    Early builds used cardboard stair cutouts on the desk, and a phone flashlight as the “room light.” Stacking two pieces felt best—even before we wrote a single line of code.

    Design rule born that day: “two first, add only if needed.”

  • image

    We tuned the timing horns by humming over coffee. The café staff started counting with us—instant playtesters, instant groove.

    Final tempo: a gentle two-count that calms panic hops.

Ready to learn the beat?

See How to Play