Amazingly Strange LLC

Amazingly Strange LLC We are an indie game developer. We make Amazingly Strange Games, Art & Stories.

07/08/2025

As I was writing this very blog post…

✨ Fluff’s Happy Match v1.00.02 officially completed its upload! 🎉

That’s right — a successful Android build has now been submitted to the Google Play Store, which is a huge step forward in bringing this Amazingly Strange mobile game to life.

Of course, this is just one item on today’s very long to-do list — but getting a stable version uploaded feels like icing on the cake.

Next up: I’ll be producing the official store content — screenshots, feature banners, descriptions, and other visual assets required by Google. I wrote a Unity tool to help automate the screenshot process, which should save a bit of time (assuming it behaves!).


🛠️ What’s Next?

Aside from launching Fluff’s Happy Match, I’m also hard at work improving the Amazingly Strange LLC website. It’s no secret that it’s… well, a bit of an eyesore right now 😅 — but it’s a critical part of this game development journey.

I’ll be focusing on:
• 🧭 Better navigation and accessibility
• 💌 A notification system so I can get alerts when players reach out
• 🧪 Clean, fun updates that match the playful tone of our games

I don’t know much about website notifications yet, but I’ll figure it out — one monster bite at a time. Worst case, I’ll route contact form messages directly to my email for now.


🙌 Want to Help?

If you’ve got an Android phone and want early access to whimsical puzzle games, absurd monsters, and cozy chaos — I’m looking for 100 Android beta testers to help test the upcoming Amazingly Strange mobile titles set in the MonstersReign.com universe.

👾 Just reach out through the website or drop a message on social media to be included in the beta testing squad.

Thanks for reading — and thank you even more for supporting this beautifully bizarre journey.

Stay wonderfully weird,
Brian

It’s been a few days since I last posted — but only because I’ve been incredibly busy with some wonderfully exciting dev...
07/07/2025

It’s been a few days since I last posted — but only because I’ve been incredibly busy with some wonderfully exciting developments here at Amazingly Strange Games.

The biggest news?
🎉 Fluff’s Happy Match — our delightfully colorful, cute, and magical mobile puzzle game — is now in beta testing!

Both Apple’s App Store and Google Play are officially waiting on one final step:
📸 Artwork upload.

Before a mobile game can launch on these platforms, developers are required to submit a set of store screenshots in very specific dimensions. So, to make this process smoother (and a little less hair-pulling), I wrote a new Unity script to help automatically collect and prepare these images.

🤞 Fingers crossed — let’s hope it works!

Once those screenshots are uploaded, I’ll be able to submit the beta-tested version for final approval. And once it’s approved… it will be ready for you to enjoy! 🧁✨

Thanks for following along on this wild ride — I can’t wait for you to experience the charming chaos of Fluff’s Happy Match.

Stay Amazingly Strange.
– Brian

07/03/2025

✨ Book Launch, Game Launch, and Something Amazingly Strange

I’m excited to announce that my very talented friend David DeGrand has a brand-new book out titled “I AM NOT OKAY.” Not only is it available now — but David will also be signing copies of I AM NOT OKAY and SNOT GOBLINS on Saturday, July 12th at Arts & Letters Bookstore in Weatherford, TX. The event is part of the Parker County Peach Festival, so there’s plenty of fun to enjoy!

Now, here’s the part I’m really thrilled to share:

To celebrate the release of David’s book, we’ve collaborated on a new Amazingly Strange mobile game called Fluffs Magic Match!

It’s adorable, colorful, magical — and full of wonderfully weird, whimsical energy that fans of David’s art will absolutely love. The game is currently being tested on iPhone, and I’m working hard to make sure it’s available before the book signing event.

What makes this project so special is that it marks the first time I’ve had the opportunity to help publish and support a deserving artist — which is one of the founding goals of Amazingly Strange:
to empower artists to develop and share their own fantastical worlds and characters.

As someone who has lived with OCD and mental health challenges for most of my life, this work means more than I can say. The mission behind Amazingly Strange has always been to build strange, safe, magical worlds — filled with absurdly weird, whimsically spooky, and ultimately friendly monsters.

And this project is one big step in that direction.

Stay tuned — both for the book release and the magical, monster-filled game that’s coming with it.

– Amazingly Strange

🎮 Fighting Monsters with Magic: Why I Make GamesThe honest truth about life?You have to keep hustling.I wish a bright id...
07/02/2025

🎮 Fighting Monsters with Magic: Why I Make Games

The honest truth about life?

You have to keep hustling.

I wish a bright idea and some talent could carry you all the way. But it doesn’t. Not by itself. There’s always hard work, bills, and the cost of simply existing. And sometimes, you just have to stop and readjust — to find a new way forward.

For me, that way has been mobile video game development. I’ve been at it full time for the past five years. Before that, I worked as an Art Director, Commercial Artist, Game Artist, and Brand Designer. But no matter what job I had, one thing was always there with me:

My OCD Monster.

It wakes up with me.
It eats breakfast with me.
It follows me into the shower, and sits beside me whether I’m sketching Darth Vader or updating the UI of my latest game.

I’ve never liked talking about it — even now, I can feel its presence. But over the years, I’ve learned its voice. Its breath. Its patterns.
With the help of medication, therapy, and support groups, I’ve survived the monster.

And the biggest advantage I’ve ever had?

Game development.

Not just because it keeps me busy, but because it gives me purpose. It gives me a safe, whimsical world to live in — even if just for a little while.

My hope is that the games I make, and the stories I tell, offer that same escape to others who are fighting their own monsters — whether it’s OCD, anxiety, depression, or something unnamed.

The worlds I build are slow. There’s no rush.
Just peaceful paths, strange little mysteries, absurd laughter around every corner, and friendly faces that make you feel like it’s okay to be here.

So stay tuned. I’ll be sharing more soon. This story is big — a lifetime in the making — but it’s only just getting started.

– Amazingly Strange



I hope you try one my whimsical mobile games. Here is the link to all my games available on Android and iPhone.

07/01/2025

⚔️ Tiny in stature, mighty in heart — meet Sir Rindel of Melonhelm, the bravest slice in the realm!
With a massive watermelon head, shiny armor that clinks with courage, and eyes that sparkle like summer fruit juice, he’s a noble knight carved from sweetness.
Drawn in Clip Studio on iPad, this digital concept art captures one of our cutest monster characters yet!
Artists, game devs, and fellow character designers — would you knight this little guy or challenge him to a duel of honor (and hydration)?
👇
grows stronger… and sweeter.


🎯 Purpose

Sir Rindel is a wandering knight of kindness, defender of good fruits and protector of picnic realms.

Wherever he rides (or waddles), good deeds grow — and not just in gardens.


🧠 Personality
• Fiercely brave but humbly sweet
• Speaks in dramatic monologue… even during breakfast
• Cries juicy tears when moved by beauty or kindness
• Always helps the smallest creatures first



🍉 Sir Rindel of Melonhelm is proof that honor comes in funny shapes. Born in the Fruity Highlands near Hallovania’s edge, he emerged from a cracked watermelon shell fully armored and nobly confused. From the moment he took his first knightly oath (“I vow to not squish anyone unfairly”), he’s dedicated his life to being brave, gentle, and extremely dramatic.

With a voice like a squeaky lute and a heart bigger than his rind, Rindel cannot be bribed, corrupted, or rushed. He does everything with purpose — even if that purpose is just helping a strawberry cross the road.

Most other monsters respect him deeply… and a little bit condescendingly. But none can deny: when trouble rises, Rindel rolls in with sword raised, juice glistening, and justice ready to be served (preferably chilled).

He’s knighted by kindness, and his chivalry is as ripe as his melon.

🏃‍♂️💡 Priorities, Pixel Problems, and Learning to Love the JogLet’s take a moment to look at today and all it holds.I’ve...
07/01/2025

🏃‍♂️💡 Priorities, Pixel Problems, and Learning to Love the Jog

Let’s take a moment to look at today and all it holds.
I’ve already kicked things off by selecting Sir Rindel of MelonHelm as today’s featured character for social media — a small but satisfying win. Now, I’m turning my attention to the rest of the day’s challenges and goals… before I force myself to do something totally new:

A jog.
Yes, really.

I’m learning to love exercise — and that’s a big shift for me. So if you’ve got a moment, send some encouragement or good vibes my way. One short jog may not seem like much, but to me it’s one more little bite in the fight against burnout, brain fog, and the sedentary indie dev lifestyle.


📱 Surprise Projects, Rabbit Holes & Code That Matters

Once the jogging shoes come off, it’s straight back into development mode.

I’m hoping — desperately hoping — to get my surprise project pushed into device testing for both Android and iPhone today. It’s been a tricky one. The UX layout has been giving me more trouble than expected across devices. This led me down a familiar rabbit hole:

Do I do it fast, or do I do it right?

I chose right. And wow, it’s taken time.

The coding and setup process isn’t glamorous, and it’s the kind of deep work that can leave me questioning my own judgment. But I’ve learned that sometimes the right systems take time. And if this new process works the way I believe it will, it should accelerate future game development by 10x.

That’s the hope — and it’s a pretty exciting one.


🎮 Stay Tuned…

This blog — and my days — are full of monsters, momentum, and managing chaos. Every step forward, every bug squashed, every small victory adds up.

Thanks for being part of this Amazingly Strange journey.
More testing, more jogging, more stories to come.

Stay tuned.
– Amazingly Strange





Check out Amazingly Strange free mobile puzzle games below

06/30/2025

It’s not ice cream. It’s not soup. It’s not safe on carpet.
Meet 💚🍽️ BooGloo the Happy Helping Ooze — a bubbly blob of edible enthusiasm who loves to feed the hungry… with himself.
He oozes through pipes, sprints on legs (when he remembers to grow them), and beams with a smile so sweet it practically melts your bad mood.
Would you taste a little BooGloo or let him serve dinner at your next party?👇
just got stickier, sweeter, and slightly sentient.


🎯 Purpose

BooGloo exists to feed. Not just stomachs, but spirits.
His gooey green body is endlessly regenerating and deliciously nutritious (to monsters, anyway).

He’s a mobile buffet of bubbly joy — a living lunch with limitless leftovers and absolutely zero shame.


✨ BooGloo isn’t a monster you run from — he’s one you run toward, especially if you’re hungry and emotionally depleted.

Created (possibly) in a forgotten school cafeteria during a magical food fight gone wrong, BooGloo is living nourishment. His goo regenerates endlessly and adapts to the flavor needs of the monster consuming it. To some, he tastes like pickled marshmallows. To others, spicy spinach pudding. But always satisfying. Always BooGloo.

Despite his lack of bones, plan, or spatial awareness, BooGloo is beloved throughout MonstersReign. He’s welcome in every lair, every glade, every underground slime canal. His presence means a full belly and a happy heart.

Sometimes he splits into smaller Glooblings who serve appetizers before he blobs in for the main course. And if he really likes you? He’ll shape his goo into a cake with your name spelled wrong on purpose.

He’s joy you can scoop with a spoon — and somehow, you feel better after just one bite.

🍴 Devouring Monsters, One Bite at a TimeThere are so many moving parts in game development, and sometimes a project can ...
06/30/2025

🍴 Devouring Monsters, One Bite at a Time

There are so many moving parts in game development, and sometimes a project can feel just plain overwhelming. Too big. Too tangled. Too much.

But when a project starts looking like a beast too big to handle…
The only real way forward is to eat that monster one bite at a time.

And let’s be honest—some monsters take lots of bites.

It’s easy to forget, but every small step, every little improvement, every commit and tweak—they all add up. Bit by bit, they become something amazing.

Mobile game development? It’s definitely one of those monsters. Whether I’m working on:
• Social media posts
• Website updates
• Game edits or upgrades
• New artwork, branding, or animations

…it’s far too easy to get lost in the jungle.
Even this blog—especially this blog—isn’t just for readers. It’s helping me stay focused, organized, and on track.


🎮 Current Challenge: UX Monster

Right now, the hottest topic I’m tackling involves—surprise, surprise—user experience (UX). The game’s working great. The art? Looking awesome. The new parallaxing system? Smooth and dreamy.

But…
When I test on different devices, the layout and UI start morphing into some pretty ugly creatures. 😬

Today’s goal: tame that UX monster.
Get everything looking right on all screen sizes.
And—if the stars align—move on to internal testing by tonight.


👁️ Stay Tuned…

Every day’s a new jungle, and every challenge is just another bite on the way to something wonderful.

Thanks for following along, and if you’re reading this—stick around.
There’s a lot more Amazingly Strange magic on the way.




And if you are bored download and play Monsters Dish Delivery, Today!

11/22/2024

In this short Timelapse of a cute little magical creature from the universe of Monsters Reign, I go from an awful little sketch to a final piece of production art within a couple of hours. This critter I am calling the Cabbat, which is short for the three animals which inspired the concept design, a cat, a bat, and a fish. I imagine this little fellow swims through the air as easily as it does the water. Cabbats are very curious but also very shy. So you may have a hard time finding one when you are close to its habitat.

10/18/2024

New to Stories

Social media advice is welcomed.

With everyday I hope to get 300% more done than I usually do.  The brain’s train of thought resembles a plate spaghetti ...
10/17/2024

With everyday I hope to get 300% more done than I usually do. The brain’s train of thought resembles a plate spaghetti that’s been stepped on.

Still of current things I am working, is just creating awareness for the campaign through the vast social media world, setting up a system for retreats score data while also keep both users and the data structure secure, and promotional reels with blender or KineMaster. Along side of these it is also helpful for met to just focus on some game art for Candy Corn Critters or upcoming project. Basically zen sketching, painting, and coloring out side the lines.

If you have an iPhone download Candy Corn Critters for FREE at the link below. Android version is coming soon, I hope.

Candy Corn Critters Demo
https://apps.apple.com/us/app/candy-corn-critters/id1603113105

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