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Dungeon Deathball -- turn-based, tactical bloodsport with permadeath

A topic by Matt Glanville created Jul 18, 2018 Views: 521 Replies: 4
Viewing posts 1 to 5
(2 edits)

Hey everyone!

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:
https://crowbarska.itch.io/deathball/devlog/41422/update-08-perk-system-interfac...


(2 edits)

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.


Out now on itch.io!

(includes a Steam key)

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:

Power Nap
Reduces the AP cost of resting, so players can rest at the start of their turn then perform an action.

Knockback
Increases the number of squares you push enemies when you attack them.

Powerball
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!

Out now on itch.io!

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.


Full Changelist

  • 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.

Out now on itch.io!

(+1)

'Ello 'ello!

I've just released version 0.11!

Featuring...

FIREWORKS

CROWDS

SPOOKY SILHOUETTES


Out now on itch.io!

Full changelist:

  • 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! :)