Why hello!
It’s been a while since my last update on Let’s Go Burrito, so I wanted to share what’s been happening and where things stand now.
As some of you know, after starting Munch Creative, I was a solo developer doing my best to learn, experiment, and create fun games. After releasing 2 Down, a card game, I teamed up with a programmer to work on Munch O Crunch. A few months into development, we came up with a new idea inspired by a viral video of the President at the time. We decided to shift gears and put all our focus into Let’s Go Burrito.
Since both of us were relatively new to game development and had limited time, progress was slower than expected. My programmer also had some health challenges, which we both knew could cause delays. We agreed to work around them, and after a lot of effort, we finally released Let’s Go Burrito in November 2023. It was a soft launch with no prior marketing because we weren’t sure if the game would even get approval. We didn’t want to reveal too much in case it never made it to market.
While launching was a big achievement, the game didn’t gain as much traction as we had hoped. There were also some issues, so we kept updating and improving it. Then, in early 2024, Apple released an update that caused a major bug—if a player skipped an ad, the game would crash. That’s a huge problem! We quickly turned off ads remotely while we tried to fix the issue.
Unfortunately, my programmer’s health worsened, and by February 2024, he had to step away to focus on recovery. My programming experience was minimal at the time, and without any revenue from the game, I couldn’t afford to bring in a new programmer. So, I made the difficult decision to let Let’s Go Burrito fade into the background. It’s still available on app stores, but I haven’t updated it since early 2024. The game runs fine, but it’s missing the extra levels and polish I had planned. Looking back, I see the missed potential, but sometimes things just don’t work out.
A New Beginning with Munch O Crunch
In late February 2024, I decided to restart Munch O Crunch. This time, however, I was on my own—and I didn’t know how to code. So, I bought a Udemy course and started learning. It was daunting because I struggle with complex languages (even English sometimes! lol), but I was determined to bring my vision to life. After countless hours, things started to click, and I could finally see how to turn my ideas into reality.
Then came a big decision: should Munch O Crunch be for PC, consoles, or mobile? My gut kept telling me mobile, but I also wanted to test the waters. That’s when I had an idea—what if I built two games at once? A smaller version for mobile and a bigger one for PC. I thought I could reuse assets, code, sound effects, and music across both. Sounds efficient, right? Well, the deeper I got into development, the more I realised it wasn’t that simple. Eventually, I decided to focus on finishing the mobile game first, then tackle the PC version later. They’ve now become so different in scope that the PC game will be an entirely new project.

At the time of writing this, I’m about 75% done with Munch O Crunch Run for mobile. It’s a challenging 2D platformer where you run, jump, and crunch to save Barry the Bin Chicken. The game will feature 30 levels and is planned for release in mid-2025. I’m creating everything (except for music and sound effects) from scratch, which is a massive time investment. There’s always the temptation to use AI for assets, but I feel like it would lose the heart and soul of the game.
I’ll start sharing more updates on Munch O Crunch Run as it gets closer to completion. Thanks for sticking with me on this journey!

Andy
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