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Antipaint News

Development Update 2023-04-15

Greetings! It's time for another development update. I've been working on a lot of very cool things and I'm excited to show you everything. Let's go!



[h2]Playable Characters[/h2]
As you can see in the new trailer, Antipaint now features 7 playable characters, each with a different flavor. All characters feature different strengths and weaknesses, allowing you to jump into the game with a different playstyle.



We've got the basic well-rounded Vanilla, then there's the glass cannon Sky and also Lavender that starts the game with a bunch of painting buddies plus a bunch more. I'm excited to see what kind of builds and strategies everyone will try and use with each character!

[h2]Brush Rework[/h2]
The brushes have been slightly tweaked, balanced and in some cases reworked. The powerful supermoves now use less energy but also have a lesser effect, so you can use them more frequently, but also be able to save up energy for items.



Brush upgrades are now also a thing - you can buy them in the shop and each brush has a unique effect that you can enhance with several levels of upgrades. Fire additional droplets, make projectiles bouncy, steal energy on hit - all part of the upgrade system.

[h2]Fame and Shop Improvements[/h2]
Antipaint now also tracks your level of fame. If you do well, your fame level increases and you gain access to better items, plus some other side-effects. The item shop itself has also become a much livelier place, featuring brush upgrades, a painting auction and branching exit paths.



Will you dare enter the rainbow and to try and get some special rewards?



[h2]Other things[/h2]
The game visuals have also been slightly adjusted, the player and enemies are larger and there's a bit of a side-view perspective going on, which looks a lot better, especially in boss fights. It also allows the characters to have fun little walking animations, breathing a bit more life into the game.

I've also added a bunch of content into Antipaint - bosses, items, enemies, painting styles have joined the existing roster, increasing it substantially, with even more content to come.



I feel that Antipaint is nearing it's release and I'm very excited to see everyone play!

Until next time!
Vilius

Antipaint takes part in Dreamhack Beyond Indie Showcase

Greetings, aspiring artists!

It is our pleasure to announce that Antipaint will appear in the upcoming Dreamhack Beyond Indie Showcase. The Dreamhack digital event will take place on Steam, from October 14th until October 23rd and the Antipaint demo will be available to play as part of the event.

We are very excited to showcase a small slice of our game and we hope that you'll enjoy it! If you have any ideas, feedback, bug reports or just want to say hi, make sure to hop on our discord server.

See you at the event!

The new Antipaint demo is available now!

Hello Painters!

Over the past 3 months, I’ve been working hard on polishing the Antipaint demo, introducing new enemy AI, new enemy types, and new items to mix up your run.

New Demo Available until May 12th
During Steam's Going Rogue Festival (plus a little extra) you can play the new demo, featuring the new tutorial, as well as the new enemies. I’ve also worked on the new progression system, which allows you to unlock new brushes and paintbrushes to splat the enemies with.



As always, I welcome any feedback you have for the demo. I look forward to making Antipaint a masterpiece with your feedback - it’ll help the paint dry quicker!

Cheers,

Vilius

Development Update 2022-01-22

Hello there!

It's been a while, so here's a progress update on Antipaint and all the cool stuff I've added since my last post.

[h2]Items[/h2]
A very fun aspect of making a roguelike is coming up with all sort of crazy and fun items. To that end, Antipaint now has almost 50 items. I had a great time implementing these and I still have quite a few item ideas left so the list of items is only going to grow bigger!


[h2]Paint Surge[/h2]
I've added a new mechanic into Antipaint - the paint surge. It happens when you splat enough enemies in a short amount of time. Once in a paint surge, you shoot and move faster. There are also several items that interact with the paint surge, allowing you to build a character that can rely on surges to deal with foes.


[h2]New Art Styles[/h2]
Ever wanted to make mosaics like Gaudi? Now, you can! I've added a bunch of shape-based art styles that you will get when playing the game, creating even more cool and unique art!


[h2]Color Fight[/h2]
A cool new level that you get is a color fight. In it, two colors battle each other to control the largest area of the canvas. The winner will give the player a unique, color-specific item that can only be obtained through color fights.


[h2]Other Improvements[/h2]
There are many more changes - there is now an item shop, the UI was changed, there are new enemy types... If you want to see all the cool new things that I'm working on, join our discord server! I post regular updates there. You can also share your own ideas, give feedback and be the first to hear about new and great things coming to Antipaint. See you there!

Join Our Discord Server!

Development Update 2021-07-12

Greetings, celebrated creators!

It's been a while, so here's an update on the stuff I've been working on so far.

[h2]Roguelike[/h2]
One of the biggest, latest and greatest changes - Antipaint is becoming a roguelike. The core gameplay will remain the same - you will still be battling baddies that leave paint trails and each level you beat will still become an awesome and unique piece of art. Additionally, you'll also be visiting some crazy places and grabbing items along the way. Each item will affect you in fun and unique ways, making each playthrough different and interesting. Each level will also be randomly generated, so you'll end up with a large variety of paintings.


There's still a lot of work to be done, but I feel like we're moving in the right direction. Playing this way feels nice and immediate, you get into a flow of creating tons of different paintings without even noticing it, which is exactly what I want Antipaint to be!


[h2]The little details[/h2]
I've been tweaking the look and feel of the game. The enemies now have tiny little hands and they reach towards the player if he gets too close. The enemies have eye expressions and they blink! These really minor things, but I feel like they make the game look much nicer.


[h2]New Boss[/h2]
I've also been working on a new abstract cat boss. It bounces around and sends kittens towards the player. Neat!


[h2]Options menu[/h2]
One of the less fun but must-have things is an options menu. It took a while, but I got it working - you can now tweak things like the paint brightness and screenshake amount. This will have to be expanded to include more settings in the future.


There's been a lot of stuff done in these last few months. Most of it was working on the roguelike aspects of the game, but I'm sure I've missed a few details here and there. If you want to see more regular updates on the game, be sure to jump in our discord server. Cheers!