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Matt Glanville

A member registered Dec 20, 2014 Β· View creator page β†’

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Sorry about that! I've just loaded some more keys. Hope you enjoy the game. 😁

Thanks for the kind words! It's wild to think that's it's been nearly 20 years. I feel so old.

Nice! 😁

It's just a silly working title / project codename really. There's an 'egg' motif running through a lot of my branding and it's based on a childhood nickname, so I tend to name my projects stuff like "Egg FPS" and "Egg Shmup".  πŸ˜…

Thanks so much for the kind words. 😊 Happy to hear that you've rediscovered these games.

Wow thanks. ☺️ The game is actually finished and released now, this post is pretty old!

Thanks! 😊 I'm hoping to work on a Switch version in 2022, but no solid plans just yet.

Woah, thank you so much! πŸ˜„

I love itch as a platform, so I always make it a priority to include a standalone version of all my games and keep them in sync with the latest Steam builds. Glad to hear that that doesn't go unappreciated. 😊

πŸ’€πŸ€πŸ’€ Dungeon Deathball is a turn-based, tactical death-sport where you desperately try to score touchdowns, outsmart savage beasts and survive a randomly-generated gauntlet of blood, guts and goals.

πŸ† Lead your team of captives to freedom!
They've been imprisoned for as long as they can remember. Now their only chance of freedom is to survive a series of barbaric trials for the entertainment of bloodthirsty hordes. Win the game and your team will be released, but be warned: the penalty for failure is death.

Thank you 😊

Hello! The Windows/Mac/Linux versions got updated alongside the Nintendo Switch release because they're very similar in their menu systems and whatnot. The Android version differs significantly so it would've taken a lot more work to bring it up to date. Unfortunately I simply didn't have the time to do it. I hope to get round to it someday but I can't make any promises.

Amazingly simple concept and well executed. Love it.

Hey! I don't have any plans for a Mac build since Apple have started requiring notarization on software. It's a relatively extensive process and unfortunately Mac sales are typically a very low percentage of all my other games sales, making it difficult for me to support. πŸ˜•


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Update: I just uploaded another beta for Linux only. It overrides the previous download, but you will need to download it again.

If all is well, this should fix the incorrect D-pad mapping on Linux for Xbox controllers.

Unfortunately I don't have any working Xbox controllers to test it on here, so please let me know how it goes!

Edit: I dug out an old Xbox 360 controller which I thought was broken but has magically started working for me. I think it should use the same mappings. Everything is working fine EXCEPT that up/down on both the analogue stick and the D-pad are inverted. Horizontal is fine. πŸ₯΄

I'm happy to hear that the display bug was fixed for you, that's great news!

But the D-pad issue is frustrating. 😩 I think this is because the buttons can be mapped to different axes, depending on which controller and operating system you use. So I guess this Xbox One controller fix worked for Windows but not for Linux

I got this working in my later games by using a plugin called Rewired, which handles all of this annoying stuff, but Switch 'N' Shoot doesn't use that plugin and it's quite a big job to implement it now. 😭


One of the solutions used launch options, which can be set in Steam if you right-click the game in your Library and go to Properties. If you're running the standalone game from itch though, I'm not sure how you'd do that.

Another solution was using PlayerPrefs which on Linux is stored in:

~/.config/unity3d/Matt Glanville/Switch 'N' Shoot

Oh nooo 😭 I'm so gutted.

Did you see the fix I posted as a reply to your original post a few months ago? Maybe try that then. 

I take it that means it worked? Awesome! Thank you for the review, that really helps a lot!! Glad you're enjoying the game. 😁

Hello again!

Just wanted to revive this old post to let you know that I've uploaded a patch here on itch which hopefully addresses both of these issues. If you have a moment to give it a try I'd really appreciate some feedback.

The new patch is available as a .tar.gz file. I've also updated the project to a much more recent version of Unity which I'm hoping fixes the white screen issue. I can't be certain though since I haven't experienced it myself.

The new version is 1.3.5. The old version is still available too, in case this one breaks anything.

Any feedback would be greatly appreciated. Thanks! πŸ™‚

Hello again. I'm not sure if you're still experiencing this issue, but I've just released a potential fix. I'm not entirely sure if it'll work so I'm looking for feedback from Linux users. πŸ™‚

Please could you try version 1.3.5, which is now available on itch, and let me know how that goes. If it doesn't work, take a look at the fix I posted in my earlier reply.

Hey, you're totally right and I didn't have time to address it in the past. This has been bothering me all week and I didn't want to just leave it as it is, so I've just uploaded a new build to itch (version 1.3.5).

Please try this update and let me know if that works. πŸ™‚ I don't have an Xbox One controller myself so I've been unable to test it, but I've had someone else check it for me.

Hello! Yes that's right, the D-pad is not supported for menus I'm afraid.

Great to see this become a regular thing! Thanks so much. ❀

Please please please can we have the ability to set different prices for each item in a sale?

Every time I do a sale across all my games I need to set up 3 different sales. It's a cumbersome process for developers, and it's a confusing experience for customers because they can't see all the discounts in one place.

Hey sorry I'm a bit late to reply to this, but I'm happy to see that you've found a solution already!

Out of interest, what version of OSX are you running? Switch 'N' Shoot was built with Unity 2018 so there may be a few issues with newer operating systems.

Agreed! Thank you for the feedback. The bullets disappearing is a bug I'm aware of but unfortunately one that I didn't catch in time to fix for the jam. ☹

Me too! πŸ˜‚

Thanks for the feedback! I originally had ideas to expand the game with more upgrades and bullet types. These would require you to plan your shots a little more. Sadly, I ran out of time for that.

There is one mechanic which a lot of people have missed which kind of achieves this: if you destroy multiple ghosts with a single beam then the points you get are multiplied. I would've liked this to be more prominent, to encourage players to try to aim more carefully and clear several ghosts with each shot, rather than just spray and pray like you said.

Thanks again, and glad you enjoyed it nonetheless! 😁

Thanks so much for the kind words 😊

Thanks for playing! Yeah that bug unfortunately made it into the final build. ☹

That combo system is actually in the game already! It's just not very clear. You get a multiplier (x2, x3, x4 etc) the more ghosts you destroy with a single 'segment' of the line. You can only really notice it if you pay close attention to how much your score increases with each one, which is really hard to do!

Thank you! I just played your game too and really enjoyed it. 😊 Great work!

This is awesome!! πŸ† The risk/reward system of additional firepower slowing you down is ingenious, and the whole thing is presented so well. The only thing missing is a scoring system.

Hey, sorry for the long silence on this. I didn't find any solution, but I just tried it again and I'm now able to login OK. Perhaps it was something that got fixed in the GameJolt back-end? Not sure, but hopefully it works for you too now!

A cool concept for this jam's theme, and a really good idea regardless of the jam. The stress of staying on top of hitting your ball while aiming at enemies AND dodging projectiles is really intense!

One change I would like is some audio feedback when the green indicator appears, so I could just listen out for it rather than keep looking away from my crosshair.

Awesome game though, genuinely one of the best I've played in the jam.

Great game with a strong premise! 😁

Hi folks, I hope you like my entry!

To clarify the art creation: I did create all the art myself but not entirely during the jam. I used a tileset I made in the past, and reused sprites from my game Ghost Grab 3000. Then I edited all sprites to use the MSX2 colour palette.

Hello and thank you. 😊 I have decided to drop support for the Google Play version and focus on PC and Nintendo Switch. I was finding that I was struggling with too many stumbling blocks with Google Play and didn't have the time to keep at it.

Hi! πŸ‘‹ Unfortunately I have no plans to do that at the moment. I'm deep in development of my next game (Dungeon Deathball) and as a solo developer I'm afraid I don't have the bandwidth to jump back and forth between projects and platforms too often. Sorry πŸ˜•