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ROGUELIKE??!!?!11



I am still working on it; the plan is to launch it in May.
There is an expected delay before Steam approves the title for launch (1-2 weeks to approve Store and Build, 2 weeks+ of "comming soon").

The leveling system is "kinda new," heavily inspired by classic elements with some twists to make it cleaner and quicker.

Every month, I do my best to release new stuff, from new projects to game updates, and it is always awesome to give you these handcrafted gameplay experiences. Many thanks!

https://store.steampowered.com/developer/waltermachado

QUICKER UPDATE



Steam Early Access is pretty magical. I have some buddies trying it here in Brazil, and the nicest folks are playing the same game thousands of kilometers away, with similar feedback guiding this update.

We have a new enemy class that moves with lightning speed and cirurgical precision, like a zoomed spider, a vampire in movies, a chess queen with long movements, or a mutted banshee with a flak cannon. To deal with it, you have your melee "sword breaker" with limited stamina, a full-auto Flak cannon, and the human factor, which finds gaps to solve stuff in your own way.

It moved from 2 to 5+1 enemy classes (from QQF1 to QQF2) to test your reflexes and combat awareness.

The texture maps and surfaces were polished to add performance, and the protagonist death animations were tweaked to look nicer.

The level generation was tuned following player feedback.

It is a nice time to SSS it!

Many thanks!

https://store.steampowered.com/app/2799110/QUICKERFLAK_2/

2 YEARS to add MELEE


It took two years to make melee work nicely in QUICKERFLAK. The sequel gets the hunter mass from the RUTHLESSMOD, new enemy classes, and now you can rank up to SSS if you connect with the flow of FLAK+Melee.
https://store.steampowered.com/app/2799110/QUICKERFLAK_2/
If you are into game development, the melee weapon was inspired by the "Chinese Sword Breaker/Long Kabutowari," which is shaped like a sword but is a strong blunt weapon that attacks with a stamina-based "turbo trigger" (based on old aftermarket "turbo gamepads" that have a turbo trigger that clicks super fast), allowing you to counter flak ammo for a brief time.
I will be back soon with more content!
Many, many thanks!

Rank SSS it!



All Early Access update goals are done under the expected time, and BULLETHELL 1.0 is out!
If you are a game development enthusiast who checked the early versions before the fat bullets (and just one hero, fewer enemies, different pace, etc.), it is a nice time to enter the pit again!
Player feedback is magical, and some ideas that do not fit the core concept of THIS game have spawned other projects that may come soon. One that I like to highlight is the "room beater" QUICKERFLACK with the addition of melee inspired in BULLETHELL. There is a roguelike under development, and I am double-checking a few early concepts that were not possible with the UBERMOSH framework and may fit the latest BULLETHELL code structure.

Many, many thanks! Your feedback helped a lot, and I hope to deliver a teaser of some of the new stuff later this month!

Pump your reflexes and have fun!

https://store.steampowered.com/app/2620000/BULLETHELL/

KENSAI and GUNNER UPDATE



https://store.steampowered.com/app/2620000/BULLETHELL/

BULLETHELL development is flowing pretty nicely, and today you will be able to play with two new heroes: a KENSAI character bringing the bullet-cutting gameplay to the table and a "bulletwall gunner" that favors the "roomsweaping before movement" gameplay.

There is also a new enemy class that tries to predict where you will be and fire in that direction.

I hope you like the new content, and many thanks for the trust and feedback during this Early Access journey.