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Eye of the Commando News

Build 1.1a with some minor bug fixes

If you were having trouble loading saves, that should be fixed now. Also corrected some stuff with knockback on slime enemies, and the music fading out if you restart the first level.

Early access 1.1 : New Weapons, New Leaderboards, and a Knife?

Kept You Waiting, Huh?


Been a minute since the last patch, I know. Work continues on this game, nearly every day, just in short controlled bursts. It isn't exactly paying the bills, but I'm dedicated to it (and you, dear player) and will see it through. I'm having a great time with it, hopefully some of you can say the same thing.

If you ever wanna watch me work on the game, check out twitch.tv/playdungeonmans.

[h2]New Main Weapons[/h2]

The Commando Cannon is the standard overly large assault rifle you're used to. Max range of 8, great damage, nothing wildly different, just solid terror-smashing performance.

The Hellspray is a short range high volume machine gun. Range is 4, which is a change of pace, but the gun hits twice in one action. Less damage per shot, but ultimately more damage overall, and if you're someone who loves stacking on-hit effects, this gun is for you because those land twice. Also, turning doesn't cost an action. Free Ninja Boots!

The Dragonfire Assault Shotgun is the tricky one. Range is only 3, but it comes with some features: enemies adjacent to you take double damage, it gains 3 damage from every Gunpower upgrade for a crazy high damage ceiling, and if you fire at someone directly in front of you, the shotgun penetrates to the two tiles behind the target. This gun was inspired by Terry Crews in The Expendables.

[h2]Commando Knife[/h2]

Press Z to pull out your trusty Commando Knife. It has two great features:

1) Attack an enemy by throwing it at them. They'll get knocked back a tile and lose the ability to attack for two turns. You must go pick up your knife later.

2) Dive! Move two tiles in one action, avoiding all bullets in the area during the move. Great for getting out of trouble (and into more trouble), this action has a four turn cooldown.

[h2]New Leaderboards[/h2]

I've got two more up there for Fewest Turns, both any% and 100%. So you can take as much real time as you like, your score is based only on turns taken. Some people like that sort of thing, go nuts.

[h2]In The Works: The Jungle[/h2]

Nothing that you can play yet, but I am working on a procedural map system, by large request. The map will be generated at the start of a run, with various sub maps and other bits of adventure to encourage exploration and light up the commando spirit. I'll have some screens for it eventually, but you can swing by the Discord or the Twitch channel to see WIP screenshots.

The Discord is the best place for your ideas, comments, bugs, and suggestions. I do try and keep up with Steam forums but I basically live in Discord so if you also are a distinguished Discord user, feel free to visit and chat.

14 October hotfix

Corrected a few minor issues, and one major one: saving and loading shouldn't break on level 2 anymore.

Pay no attention to the knife in the bottom right of the UI.

EA 1.0a: Saving and Loading!

[h2]Saving and loading now available for those who don't want to play all six areas back to back.[/h2]

The game will autosave in an autosave slot at the start of every area, but you have four other save slots to do with as you please.

Loading a game will disqualify the run from the speedrun leaderboards but eventually there will be leaderboard categories that allow loading.

Please hit me up with any bugs you find! Thank you so much.

Early Access Roadmap

Thanks for an exciting first week of Early Access! Bring on the feedback, swing by the Discord, and if you want to help the game succeed, please consider leaving a review.

[h3]Today's Build[/h3]
  • Audio pass on death sounds and some of the music.
  • More fixes for Combinator errors.
  • Enemy grenades no longer occasionally move twice per turn.


Here's what's coming up next.

[h3]Phase 1[/h3]
Critical bug fixes (some of which went out today)
Save and Load working. Not sure if this is going to be one of those F5-F9 games, but at minimum you'll be able to save at the start of a level, and save+quit to go do boring real life things.

Target: 1 October -- next Tuesday!

[h3]Phase Sooner[/h3]
Iterate on new ways to play the game, but with the same content.

* New commando actions
* Dodge roll, has a cooldown, allows you to move two spaces and ignore damage during the move.
* Commando Knife, no-action short range throw attack, or a melee attack maybe
- Maybe. Maaaybe. This isn't really a melee game and there's no stealth yet.

* New weapon choices
* Bigass machine gun: Longest range, good damage.
* Shotgun: Shorter range, higher damage.
* Pistola / Uzi: Medium range, least damage, turning is free.'

Target: Late 2024

[h3]Phase Later[/h3]
New content!

* New crafted areas
* Similar to missions 1-6, but different.
* Some existing missions may get extended (like Sewer)

* New enemies
* Bosses that can placed in areas.
* New mooks too.

* Procedural Content?!?
* Do people want this? Do they want it more than crafted areas?

Target: Early 2025

[h3]Phase Latest[/h3]
Ideas that are the most flexible and amorphous.

* Skill trees for the Commando
* Wide variety here, but lots of new work required.

* Level Editor!?
* Do people want this? Do enough people want this?

Target: Before Launch