<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Hooton Heroics - #survivors</title><description>All content tagged with #survivors on Hooton Heroics</description><link>https://hootonheroics.com/</link><item><title>SplitHoppers: From 48-Hour Jam to Full Roguelike</title><link>https://hootonheroics.com/projects/splithoppers/devlog/splithoppers-from-jam-to-roguelike/</link><guid isPermaLink="true">https://hootonheroics.com/projects/splithoppers/devlog/splithoppers-from-jam-to-roguelike/</guid><description>How SplitHoppers grew from a 48-hour Jampley jam entry into a full survivors-style roguelike with builds, characters, biomes, and a campaign mode.</description><pubDate>Sat, 02 May 2026 00:00:00 GMT</pubDate><content:encoded>## Where It Started

SplitHoppers began as our 48-hour entry to the Jampley Game Jam 2025 - a short build around a single hook: defeat an enemy and it splits, spawning smaller, faster copies. The jam version proved the loop was sticky, and we&apos;ve been quietly turning it into a full game ever since. Current build is v0.16.2.

## The Split Mechanic, Properly

Every enemy carries a split timer. Hit them fast enough and they go down clean; let them linger and they fracture into 2-10 successors. That single rule does most of the heavy lifting: it ties damage to *positioning* (because the split point is wherever the enemy is when it pops), turns AoE weapons into double-edged tools, and means slow attrition is a losing strategy.

Around that, we&apos;ve built four broad build archetypes:

- **Containment** - corral splits with walls and slows
- **Predator** - finish targets before the timer ever fires
- **Culling** - embrace the splits, farm the smaller variants
- **Swarm Surge** - lean into burst damage and clear waves all at once

## Characters

There are six playable hoppers, each with three unlockable passives:

- **Hyrax** - balanced kit with a shockwave special
- **Rat** - glass cannon with a plague dash
- **Fish** - tank with a pressure aura
- **Beetle** - burrow strikes for setup plays
- **Goose** - rage-based, the more it honks the harder it hits
- **Gecko Bros** - deploy turrets and kite

## Arsenal &amp;amp; Enemies

Twelve weapons with level-up progression and a mutation system that re-rolls behaviour at higher tiers, plus four boss-exclusive variants you can only earn in the campaign. Eleven enemy types so far - Bombers detonate on death, Leapers teleport, Frogs pull with a tongue, Tanks split heavily - each shapes which builds work in a given run.

## Biomes &amp;amp; Closures

Five biomes (Meadow, Desert, Swamp, Volcanic, Frozen) each with their own weather and hazards, paired with a random *closure* every run: closing storms, rising floods, laser walls, grid collapse. The closure forces you to play a different shape of map late, even if the biome is familiar.

## Campaign &amp;amp; Side Modes

The campaign threads three Fracture Points and bosses through a longer run. Outside that there&apos;s a turn-based Hopper Collection mode (capture mechanics, type effectiveness), Daily Challenges with seeded runs, and 12 achievements.

## What&apos;s Next

The roadmap from here is more characters, more weapon mutations, and a deeper meta-progression layer between runs. We&apos;ll cover the closure system in detail in a future devlog - it&apos;s one of the most fun things to design for and has more depth than the random-event framing suggests.

You can play the latest build on [itch.io](https://maxwellpark.itch.io/splithoppers).</content:encoded></item></channel></rss>