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Matt Glanville

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

Creator of

Recent community posts

Ohhh, gotcha! Yeah, good shout. I really just cut a corner and reused an existing effect so that serves me right for being lazy XD

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

Wait are we talking about Switch 'N' Shoot or Dungeon Deathball? XD

Wow, awesome!! Thank you so much! This has made my day :D

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.

Upvote for YOU

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.

https://crowbarska.itch.io/deathball

Check it out and please let me know what you think in the comments!

You can also find me on Twitter: @crowbarska


Thank you!! Difficulty and challenge is definitely something it needs more of. Watch this space :D

OK that's a pretty clear explanation, thanks for the link!

I'm a little unclear on how payment works. 

Let's say...

  1. I release a demo of my game with a minimum price of $0.
  2. Someone decides to donate $1 when they download it.
  3. Later, I release the full version with a minimum price of $5.
  4. That same person comes back to download the full game.

What happens?

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! :)

Thank you! :D
This prototype is shelved for now but I may return to it one day. I'll try your idea if I do. :)

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.

(Edited 2 times)

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.

Awesome! Thank you for making it :)

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.

Works perfectly! Thanks for the speedy update :D

Awesome! Thank you! :)

This is an awesome little tool! It would be great if it supported Sorting Layers as well. Would that be possible with this shader?