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Dungeon Deathball News

Update 0.8.2 - Bug fixes and interface improvements



Hey everyone! Just a little updates with some quality-of-life improvements for the UI, particularly with new players in mind. Hope you like the new version! I plan to move on to a new enemy type for version 0.9.

Full Changelist
  • Added a "not enough stamina" warning when you hover the mouse over actions.
  • Moved the Rest action back into the UI to make it clearer and avoid mis-clicks.
  • Repositioned Pass and Shoot buttons in the UI and added icons.
  • Added a screen transition when loading new scenes.
  • New UI audio: selecting gameplay actions and switching to the other player now have unique sounds.
  • Reduced the Turn Pars for the Gore Trials stages.
  • Bug fix: enemy's next action indicator now updates immediately when you hit or kill them.
  • Bug fix: player control is no longer resumed too quickly after you hit an enemy without stunning them.


Please remember to Review the game!


Thanks!

- Matt

Update 0.8 - Perk System Interface Improvements



The first Early Access update is here!

Perk System


Now your new recruits can come with a special ability which automatically affects the way they perform in Deathball.

The list of available perks will be expanded in future updates, but right now there's just a small sample to test the waters (see changelist below).

You can see which perk a slave has when you're choosing to recruit them. Oh, and you can now choose between 2 slaves when recruiting!



Interface Improvements


The player info panels (in the top-left corner of the screen) have been overhauled! I wanted to make Action Points a little more noticeable, and make some space to show what Perk each player has.

I also added a little mini-portrait so it's easier to see who's who.



You also have 2 new ways to switch control to the second player: you can click their panel, or simply press Tab on your keyboard. No more getting stuck on a player when the one you want is at the other end of the field!

Full Changelist
  • Added Perk system. Each player can have one perk from a list of 3 (Increased Damage, Reduced Stamina Costs, or Stun).
  • Starting team has no perks. Given that Stun is now a perk, your players can no longer stun enemies by attacking them unless they have that perk.
  • 'New Recruit' screen now offers 2 different slaves, one with a perk (expensive) and one without (cheap).
  • Quit button now has a confirmation step during gameplay.
  • You can now switch control to the second player by clicking their icon or pressing the Tab key.
  • Player info panels have been overhauled: they now show a mini-portrait and the player's perk, and the Action Points icon is more prominent. You can also click the panel to switch control to that player.
  • Players flash white briefly when you switch control to them to make it more clear who's now the controlled player.
  • The spectating slaves have been dimmed a little.


Thank you!


I'm so grateful for your support! Please share your thoughts, either on the Discussion boards, on my active Discord, or on Twitter.

And if you're enjoying the game, please remember to leave a review! It really does help boost visibility, and that is priceless!

Thanks!

- Matt

First week over - What comes next?

Hey everyone!

I just wanted to take a moment to thank you for checking out Dungeon Deathball, especially if you purchased it and left a review. As a solo indie developer, your support means everything and allows me to keep doing what I love, which is making games like this!

The response I've had from the first week has been very positive, which is great! Dungeon Deathball even out-performed my previous game in it's first week of Early Access.

The past week has been a busy one for me, as I took some time off with my wife to celebrate my birthday and travelled several hundred miles to attend Develop in Brighton.

But I'm BACK now, and I've already started working on the next update for Dungeon Deathball.

Perks


The biggest new feature is going to be the Perk system. Perks are special bonuses that your players can have that differentiate them. They'll give you more tactical decisions to make, and also make you think carefully about who you recruit when you're down a player.

Project Roadmap


Beyond that, I've also decided to make my roadmap (a.k.a. my 'To Do' list) public.

This means you can see what I'm currently working on, what I intend to work on in the future, and how I'm prioritising everything.

You can view it on Trello here: https://trello.com/b/OCc6xtxj/deathball

I'd love to know what features you're excited about, and use that knowledge to decide what to work on next. If you have a (free) Trello account you can 'Vote' on the features you like the sound of.

Till next time!


That's all for now, but you can expect an update to Dungeon Deathball in the very near future.

Thanks again for being awesome, and please remember to leave a review on Steam!

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