That'd be amazing if you can as I'd really like to use them in Switch 'N' Shoot! :D (the font 'Efforts' in particular)
Recent community posts
I've just released version 0.11!
- Added much more detail to the crowds, including animations for the slaves, spectating monsters and cheering audio.
- Crowd audio reacts to in-game events (hits, deaths, etc.)
- Added fireworks and camera motion when you win a stage.
- Added an intro for each new set of Trials, showing off the new monster that has appeared.
- Slave Players now have various facial expressions which react to gameplay events.
- Tick Spawners now have a 'maximum live children' capacity of 3. Once they've spawned 3 Ticks, they won't spawn another until one is killed.
- "PASS" action now costs only 1 Stamina point (reduced from 2).
- Bug fix: idle animation now works again on all characters.
I'd love to know what you think! :)
All right Deathballers! I've just uploaded version 0.10.2.
This adds a revamped Timeline screen:
Now you can see the entire 12-stage history of your run, where your players lived and died, who made it to the end (if anyone), and on which stages you earned the full 3 stars (the circle is filled in white on those stages).
You also now get a final score at the end of your run.
- Game structure is now 4 trials of 3 stages (instead of 3 of 4).
- Trial 1 is Mad Lads.
- Trials 2 and 3 are randomly selected monsters.
- Trial 4 is a combination of all monsters from the previous 3 trials.
- The end-game screen now gives you a final score, which is a total of your Stars, Deaths and Par.
- Stars are worth 2000 points each.
- Deaths are a 1000 point penalty.
- Par is 100 points subtracted or added per turn, depending on whether you're above or below par.
- The end-game screen is now displayed even if you lose.
- Enemies can now spawn closer to the players on large stages. They'll spawn 2 rows away minimum, instead of at the halfway line.
- The Timeline screen has been revamped:
- It now shows all 12 stages.
- Stage icons show whether or not you earned all 3 stars (white instead of grey).
- Sprites have been tidied up.
- During the Enemy turn, the camera skips focusing on an enemy if they are not performing an action.
- Bug fix: the Timeline now displays if you get Game Over.
- Bug fix: the Ball no longer pops behind enemies if they are standing on the same tile.
Update 0.10 is now available!
This adds the Perk Unlock System.
Your players can now unlock Perks as they progress through the stages of Deathball. Earn more stars to unlock perks faster.
There are also 3 all-new Perks and 2 upgraded versions of existing ones:
Reduces the AP cost of resting, so players can rest at the start of their turn then perform an action.
Increases the number of squares you push enemies when you attack them.
Increases the damage and knockback distance of the ball when you Shoot it at enemies.
Strength and Stamina perks now both have Level 3 versions with increased bonuses.
Here's the Power Nap perk in action - note that Dan uses 'Rest' at the start of his turn. Previously, this would forcibly end your turn. With Power Nap you can get out of some sticky situations and afford to risk playing a little more aggressively.
I'm excited to see what tactics players come up with!
Update 0.9 is now live!
This update introduces the Itch Trials, increasing the length of the game by 50% and adding not one but two new monsters: Ticks and Hatchers (names TBC).
- Hatchers can't move, but every turn they will spawn a new Tick.
- Ticks are aggressive ball-chasers and will quickly flood the playing field, but they can be killed easily.
I also made some improvements to the health bars, so you can see some actual numbers now.
(includes a Steam key)
Dungeon Deathball is a turn-based, tactical bloodsport with permadeath.
The people of itch.io have been very kind to me, and I decided to start this thread to share updates as I release them in Early Access.
I just released update 0.8, which adds a new Perk system and quality-of-life improvements to the interface.
Full changelist in the dev blog here:
Dungeon Deathball is a turn-based, tactical bloodsport with permadeath, and it just went live in Early Access!
Get it here: https://crowbarska.itch.io/deathball
There's a 15% launch discount for the first week of Early Access.
I have shared this game here before, but it just entered the 'proper' Early Access phase (it was a free pre-alpha before). I've built the game up to a point now where I'm very confident in its design and the direction it's going.
I owe a lot to the wonderful itch.io community for helping me get to this point, so THANK YOU to everyone who has supported it along the way, and especially to the awesome people who run the site <3
Please post any bugs you find here and I'll do my best to prioritise and fix them as quickly as possible!
The following format is very helpful when posting bugs:
- Brief summary of the issue.
- How major was the issue: A, B or C? (A is a major show-stopper, C is a minor hiccup).
- What steps you took before the bug occurred.
- What you expected to happen.
- What actually happened.
- How frequently the bug occurs (e.g. every time I do these steps / 1 in 5 times / only saw it once).
Unfortunately I can't provide a link to that, because (as was the case with many RPG Maker games back in the day) it was made using unlicensed software. There has since been an official release, but these games use the old one. Some searching should bring you to the RTP translated by Don Miguel, which is the version these games use. Sorry I can't directly link to it but I hope you understand.
Today I released a huge update to my game Switch 'N' Shoot.
Full version 1.1 details in the dev blog.
Switch 'N' Shoot is a retro shoot-em-up with just one button. It's all about shooting as many aliens as you can by timing your shots quickly and carefully (every time you shoot you also change direction).
I decided to rewrite the game's entire code base in C Sharp, as I had originally built it using a 3rd-party visual scripting plugin for Unity. In the process, I was able to make some pretty drastic optimisations and improvements, and the game runs like a million times more smoothly now (or thereabouts).
The game is currently in the Itch Summer Sale 2018 at 33% off!
- Includes Windows, Mac and Linux versions.
- Also includes a free Steam key.
- AND this marks the first full Android release! (the APK is included in the purchase)
I hope you'll check it out and I hope you enjoy it!
Hey thanks for the feedback! I agree on not feeling much like a sport. I intend to add some bells and whistles (not literally (although maybe literally)), but what do you think it's lacking for the fun factor, in your opinion?
Hey, thank you for this, it's super helpful! I'm glad you like the new change as well.
You'll be happy to know that I already have plans to address your first 2 points.
The 3rd one is not something anyone else has mentioned... Do you think this would still be the case if you could see the enemies' HP? My feeling is that if I put in a health bar, you might not think that you just need to hit them 1 more time any more. Not sure until I try it I guess!
Thanks again for the very constructive feedback.
A new version of the demo is up on itch! https://crowbarska.itch.io/deathball
This lets you perform 2 actions per turn, and a bunch of other balances and new stuff (including audio!).
Full details in the devlog here: https://crowbarska.itch.io/deathball/devlog/33547/double-the-action
Ah thank you, that means a lot to me! I'm especially proud of that game. I'm really happy that you enjoyed it and that people are still playing it. I have an update coming in the near future which overhauls the codebase and makes it run a lot smoother.
Hey everyone! I've been umm-ing and ahh-ing about whether or not to make this public and in the end I just thought... heck it!
So here is the first public demo of Dungeon Deathball, a compact, tactical bloodsport with permadeath.
Check it out and please let me know what you think in the comments!
You can also find me on Twitter: @crowbarska
I'm a little unclear on how payment works.
- I release a demo of my game with a minimum price of $0.
- Someone decides to donate $1 when they download it.
- Later, I release the full version with a minimum price of $5.
- That same person comes back to download the full game.
Do they have to pay the full $5? Do they just pay the $4 difference? Do they get the full game for free because they already paid once, even though it wasn't the new minimum?
I read the FAQ page (https://itch.io/docs/creators/how-buying-works) and I think what I expect is that itch.io tracks the amount they've spent on this product to date, so the user must pay the difference. I'd just like to clarify though. Thanks! :)
Hey, sorry for the slow response. That's exactly what I was looking for. Thank you!
I must have missed it because it's hidden until you click the "Configure settings..." link. I couldn't even find it after you told me, as I was using Ctrl + F to search.
Thanks again for the help. I'm glad this option is supported.
Thanks! That would kind of work, but it's not exactly what I'm thinking. I was imagining a public page that anyone can view, but there's no option to buy/download unless you are a patron.
Your solution would mean the page is invisible to everyone unless they have a password.
I'm curious if it's possible to have a game available ONLY to Patreon supporters? Or does it also have to have a public purchase option to non-patrons?
So could you have, for example, a game available from itch.io for patrons only for, say, 1 month, then after that period it's available to purchase to everyone? That way you could have timed exclusives for patrons, but the games become publicly available after the exclusivity period.
Neat tool, saves a lot of clicks! :)
Have you tried or found any way of simply hiding meshes on a per-object basis, without deactivating the entire gameobject? (e.g. same as when you hide a Layer; it's invisible in Scene view but the object is still active and visible in Game view).
Pretty cool vibe!
I really feel like I should be able to move while shooting. The gun feels cumbersome and restrictive as it stands. It seems like you could allow movement, and then compensate by increasing the enemy fire rate or speed or something. The whole thing might feel a lot more fluid and intense as you weave around enemy bullets while managing your heat level.
Apart from this it was really fun! Great work! :) It's awesome to see how low-fi you can get Unity games to look.