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Versus Evil

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Tim has written up another blog post mostly about the on-going charity tournament. Take a look here: http://antihero-game.com/antihero-charity-tournament/

Replied to Toastgeraet in Strategy

Good info! I've found that there are quite a few differences once you get to turn 3 against humans and the maps do play a large role in what happens too.

Economy is a thing I feel like a lot of people take a while to learn and Antihero is more akin to an RTS in that fact. Good points here for sure!

Created a new topic New Trailer

We'd love your thoughts/feedback on our new trailer!

https://www.youtube.com/watch?v=ldQHEazG4X0

(Edited 1 time)

We're proud to share that our Steam Pre-Order is now live - meaning we're getting closer and closer to launch. You'll notice our Steam Pre-Order includes a free Master Thief Pack as part of that pre-order. Just wanted to confirm here, that when we release steam keys for our Itch.Io First Access players, you'll also get that content for free. You're also getting the added bonus of playing early, which is not an option on Steam.


To confirm, if you have purchased First Access here - you'll get the same Master Thief DLC pack as the Steam Pre-Order folks. We also have another surprise benefit of being in First Access, but we'll share that info once we get closer to launch.

These are super cool ideas!

1. Noted - yes

2. Yes - we're in agreement.

Could be fun :) We'd certainly love to see more ideas like this too!

Love this feedback folks - please keep it coming!

Alright - we'll take a look at the DRM files to make sure everything is there. Anyone else having this issue?

Glad to hear it's working - but it should also work from the file download section. Did you try running the exe?

Hi there - are you using the DRM Free file downloads or the Itch Launcher?

Also, what is your OS?

Thanks for the video, and yes - the A.I. currently isn't that much a of challenge. We're hoping to get that changed though!

Noted - we'll take a look!

Yep, we only have a small number of players so randomly finding one might be a pain right now. Showing # of players online might help with that and it's something we'll certainly think about adding in some shape or form!

Created a new topic PAX South

We'll be at PAX South in a few weeks and we'd love to have you stop by if you're at the show!

(Edited 2 times)

Antihero Build 8 -- January 10, 2017

New experimental multiplayer mode: 'Live Match'.

(This is a real-time mode with turn timers and realtime chat and whatnot.)

This is truly experimental, so there may be all sorts of issues - but we'd love to get feedback, ideas, and comments on this way of playing Antihero!

Posted in Rank the Maps!

Appreciate the feedback! We'd love to hear from more people!

Yep, that makes sense for several reasons. We will see what we can do!

Thanks for the feedback - and yea, we do like the idea of having the Theives having something unqiue about each one of them. It's an idea we have on our table, but not sure when we'll get to look at it.

Won't hurt to have more opinions from the new audience :)

Created a new topic Rank the Maps!

How do you feel about the 3 multiplayer maps so far? We'd love to hear how you would rank them so far.

Forgot to mention your comment on turn timers - we're actually working to release a mode where there are turn timers and it functions much more like a live game.

Huge thanks for this feedback! Certainly appreciate you taking the time to both play and share this.

1) Agreed, something we need to look at to ensure fairness.

2) Also something we need more data to accurately determine what work's best. The maps and estate locations also greatly impact how the Gems/Paintings come in to play and when.

3) Agree to an extent, but nonetheless something we need to evaluate for fair play. If one person has a clear advantage to the bank, then the other play should have something on their side of the map to balance it out (in theory).

4) Urchins and Evicting -- This is an area I've been tinkering with as well, and it may well be the fact that evicting only currently works well when someone is way head. Like you said, maybe urchins should have this ability from the start or perhaps it's an upgrade in the skill tree. This is an area I'm particularly interested in exploring more as I find evicting a somewhat tedious task currently.

Thanks for the feedback - we should probably try to make this more consistent and more easily understandable.

Trap should function the same (lose whatever unit's turn hits the bomb). The tricky part here is that all units beside the Master Thief currently get stunned in place (whereas the master thief functions a bit differently and can still be moved around by other units).

Will let Tim chime in on your points below.

This is just a small maintenance release!

  • Fixed an issue where fogged units would occasionally be visible for a few frames
  • Fixed an issue where 'You have unused actions!' would display with no possible remaining actions
  • Windows: building against Adobe AIR 23 to see if this fixes crash-to-desktop issues

Could we get your basic computer specs? That would be helpful.

You could try different resolutions - we haven't done much (yet) in terms of supporting varying resolutions.

Yea - largely has to do with the fact that we have a limited user base at this point. You can also invite players if you know their account name and this is our ongoing list: https://itch.io/t/51803/challenge-me-to-a-game

You can also try using the itch.io launcher to see if that helps with things.

Thanks for sharing - we'll take a look and see what all changed.

Are you playing Skirmish or Multiplayer?

Any info on your crashes? We need details to try and figure out what you're experiencing. Are you on Windows or OSX? What were you doing when you had issues?

There are a number of game balance changes in this release, which means all multiplayer games had to be wiped. (This'll probably happen a few more times before release - thanks for your patience!)

  • Thugs start with 1 health (down from 2)
  • Strangefellows Level 2 gives +1 health to all Gangs AND Thugs
  • Saboteurs no longer get the Safecracker burglary bonus
  • Saboteurs no longer always land on a district's primary building, when scouting
  • Triggering a trap loses 1 gold (down from 2)
  • Players who are inactive in a multiplayer game for 2 days will get a notification
  • Players who are inactive in a multiplayer game for 3 days will auto-resign the game
  • It's now possible to resign games when it's not your turn\n" +
  • The dock/taskbar icon will blink if your opponent submits their turn while the game is backgrounded
  • Various UI and animation improvements
  • Various AI improvements
  • Fixed a crash when resubmitting a turn after a network failure
  • Fixed a bug where exiting a game during turn submission would reset the turn

Thanks for playing Antihero! We'll see you in multiplayer.

We'd love to hear more about other player's thoughts on this too! We have an experimental mode that functions similar to what you are requesting, but I'll let Tim chime in with more info and details!

Transparent buildings is a neat idea. Something Tim can investigate for sure!

Posted in Need more games

We'll have more keys opening up soon! To be the first to know, sign up for the newsletter via our website at http://antihero-game.com/

Created a new topic Overpowered? Underpowered?

Have you found any particular units too strong or too weak? We'd love to hear some feedback on how you feel about each character/unit in the game.


We'll likely be doing more on itch.io for a little while longer, but we will refocus on Steam before we do our official launch.

As a reminder, everyone who purchases the game here will get a steam key.

A roadmap is an interesting idea. We'll chat about it and see if/what we can share.

Huge thanks for the feedback! We're already working on several of these things and love the idea of some basic stat tracking. We're going to take a look and see what info we can get to track/display.

Replied to TheClairvoyant22 in FAQ

Awesome to hear :)

Have both ideas already being looked in to!

Noted - it *should* play a sound now when it is your turn and it *should* e-mail you as well. But we are looking for other options as well. (Blinking game icon perhaps)