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
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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.