Initial Release


Hey! Just released what I've been working on for the past little while, Bombodoro! It's a pomodoro timer app where you can draw the fuse on a bomb to set the time. There's also an egg timer in there.

I had a few goals with this project that I wanted to achieve:

  1. A no-nonsense productivity timer.

    I wanted to keep stuff really simple! I kept looking for other productivity timers, and everything I found was either overly complex, or missing simple useful features. But also, they didn't...

  2. Stay true to the pomodoro technique's origins.

    I could use a timer application on my phone to time my productivity, but what makes the pomodoro technique centred around a physical timer isn't just working while a timer runs, it's also the act of setting the timer itself, while thinking about the work you're going to do. I felt the act of drawing a fuse on a bomb was a good digital compromise to the feedback you'd get from a real kitchen timer. In the android version, there's a bit of haptic feedback as you set the timer, too.

  3. A field test for my assets!

    I really wanted to test the extents of my own Unity Assets and round out rough edges.

    I use Super Text Mesh for all the text, and found that... even I forgot about the need to call RebuildAll() when window size changes in order to update UI rectTransforms, so I need to make this requirement more apparent somewhere. I also updated STM so that the "auto quality" feature now adjusts to the scale factor of a UI canvas! So when building apps to android, text looks super-crisp without any extra work, now.

    To test Fleece, I got some localization work done! If you go into the settings menu, you can use Bombodoro in Dutch, Japanese, and Russian. More languages forthcoming, maybe? There's also a feature where if your system is set to one of these languages, the app should default to using it. Part of the test for this asset wasn't just the code, but sending the exported .csv files to translators and making sure it was usable by people who didn't write the localization tool itself. Overall, it was a success! I also pinpointed a bug related to re-importing CSVs and pushed the update already.

    Finally, I did a field test on a forthcoming asset, Super Save Data! This project let me build a lot onto the tool. It used to be kind of useless, but with the new event system implemented, I don't think I'll be able to work without it. All of the settings (and total time worked) are automatically saved and loaded, and the way it's all set up felt stress-free. Building to multiple platforms and pushing them all to itch was a good test to make sure everything was working right on all platforms. The settings menu has a few features that will only show on certain platforms, and I wrote a simple script to handle this here: https://pastebin.com/pAx99tXy I think Super Save Data is good to go, but writing documentation and creating branding might take some time.

Files

bombodoro-windows.zip 19 MB
Version 1.0.0 Jan 31, 2021
bombodoro-mac.zip 22 MB
Version 1.0.0 Jan 31, 2021
bombodoro-android.zip 28 MB
Version 1.0.0 Jan 31, 2021
bombodoro-webgl.zip Play in browser
Version 1.0.0 Jan 31, 2021

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