Small World Fighters Update 0.09

Small World Fighters 0.09 update is now available to download, or play in browser, over on itch.io and Gamejolt

The update includes:

  • New map ‘The Crusher’
  • 3 New weapons
    • The Flaming Sword
    • The Blunder Gun
    • And last but not least a Mini Gun!
  • 3 New powerups
    • Health restore
    • Bullet shield
    • Speed boost
  • Improved UI
  • Improved gameplay
  • Bug fixes

And much more!

Small World Fighters Update 0.07

Small World Fighters 0.07 update is now available to download or play in browser on both Gamejolt and Itch.io.

The update includes:

  • New player screen, the player join screen has been reworked and now allows players to change their character.
  • Added mouse support for all menus.
  • New roll ability. Players can now perform a roll, allowing them to dodge incoming attacks.
  • Various bug fixes.

Small World Fighters 0.06 update

Small World Fighters 0.06 update is now available!!!

You can check it out over on Gamejolt or on Itch.io.


The update includes:

  • New special power up, Unicorn rider!
  • New level ‘Patera’,
  • A new weapon, the Mallard Missile Launcher,
  • Added a Level intro,
  • Increased respawn times,
  • Added bullet effects,
  • Various bug fixes.

Note on the update:
There is a known issue on Patora where the AI will jump into the lava lemming style, this will (hopefully) be fixed in a future update, probably after I rework / implement proper AI.

Small World Fighters 0.05 Update

The 0.5 update has arrived, featuring new updated player sprites, a brand new level and numerous improvements to gameplay. You can check it out over on its game page or see the full list of changes here.

As for the future, I have some more ideas for this game but currently don’t have a timeframe finalised yet. In the meantime I think I might spend some time working on a side project that I’ve been working on for a while now that I want to finish hopefully soonish(probably still a few months off, especially if I work on another update ;-p ).

Small World Fighters is available now over on itch.io and Gamejolt.

 

Parity Update

Parity update now live!

The parity update for All Ways Down brings both the WebGL and the standalone version up to date with the recently released Android version of All Ways Down (available now on the Google Play store).

New features include:
  • New collectables system:
    Each level now contains a golden collectable.
  • New level rating system:
    Each level now has a rating system, where a level completion is rated based on whether the level is complete, if the player died or if the golden collectable was picked up.
  • Further improved UI, including new UI animations.
  • And finally the ability to alter some graphical settings, such as overall quality and Vsync.

Other changes include general performance tweaks, bug fixes, new save system, level tweaks, and the combining of continuous play(Story mode) and single level play.

The parity update is now live on Itch.io, Gamejolt, newGrounds, and Kongregate.

Available Now on:


All Ways Down Anniversary Update

It’s been almost a year since the inception of All Ways Down during Ludum Dare 34, and to mark this occasion I would like to announce the release of the All Ways Down Anniversary update.

The update includes:

      • New Levels.
      • New Obstacles,
      • New Menu UI,
      • Level Selection,
      • End of game stats,
      • Improved performance,
      • Touch support,
      • And many more improvements and bug-fixes.

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The update is now live on its itch.io page and here on noddingTortoise. Further the game is also now available on GameJolt. So there really isn’t a reason not to check it out 😀

GameJolt page.

Last but not least, I’m currently working on the Android version of All Ways Down that I’ll hopefully have finished before Christmas.

Joe.

Update: Loading jam, Itch, and LudumDare

It’s been a few weeks since my last post, a busy few weeks, so I thought I would do a quick update on a couple things.

LoadingJam:

First there was loading jam. This was a bit of a last minute decision to enter, though I’m glad I did. I didn’t hear about the jam until three days before it finished and even then didn’t decided to enter until the next day, which gave me less than 48 hours to make a game based around loading and possibly patents if possible, though totally optional.

PatentPusher2

You can check out my finished results over on my new itch.io account(pc, mac and linux) which probably deserves a post in itself.

I think the game turned out well, though there are a couple things I’d like to improve based on feedback, such as adding some tutorial text, stopping the mini games from going straight to the main game if you fail, and maybe build a web version.

LudumDare:

TitleScreen

This brings me to my second game jam of the week/two weeks, Ludum Dare. This was my first Ludum Dare so I decided to take it easy by entering the jam rather than the competition. I was slightly more prepared for this jam, though only slightly. The theme was two button controls and or growing(there was a tie, so two themes were chosen), which seemed somewhat familiar. It was an amazing three days, stressful at times, but still fun! You can check out my entry page for the jam here, or check out the game over on itch.io.

I’ll probably do a recap post, which will included ludum dare posts and screens from various stages during development. And eventually I might do a reflection post on the experience and the finished product(or not so finished???)

Finally, TaOvarg update:

Yes, I have been working on an update to TaOvarg. Unfortunately, progress on the update was slowed by an input bug, however, as soon as I’ve ironed it all out it will be ready for release, and will give TaOvarg full controller support, along with a couple other new things.
Joe