Cannon Brawl cover
Cannon Brawl screenshot
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Genre: Real Time Strategy (RTS), Strategy, Adventure, Indie

Cannon Brawl

New Build - Alpha 0.9.7 - Grenade Launcher, Terrain, Quests

Hello everyone, it’s been a little while since our last update but we’ve been working away the whole time. It’s a giant update, here’s the full notes:

Features/Improvements:


  • New Building, the Grenade Launcher! The Grenade Launcher fires a grenade that bounces once, then explodes on hit, doing terrain and area of effect damage. We got some pretty interesting V-shaped trajectories during playtesting that no other building can do. Unlock it from the armory!
  • Nightmare and normal mode difficulty tweaking
  • Reworked the main menu organization and separated Local Multiplayer from Versus AI matches. Versus AI is now in the ‘Adventure’ (formerly Single Player) option while Local Multiplayer is under the ‘Multiplayer’ option.
  • Added settings option to run the game in 16:9 aspect ratio (which should fix stretching in fullscreen for people requesting 2560x1440, 1920x1080, 1366x768, 1280x720 resolution support)
  • UI Polish Pass (Part 1 of Many). Lots of the ui got a nice polish pass, including the game end screens and xp point counter upper. More to come in future updates.
  • Terrain Art Pass (Part 1 of Many). Say farewell to the plain gray terrain of before and hello to some really awesome new terrain art. This is the biggest visual improvement the game has ever had since we launched on early access. Some levels still need the new art, but again more to come in future updates.
  • First pass on quest system. Quests are generated every time you start the game and are objectives you can complete while playing to earn addition XP and explore new play styles. Let us know if you have any interesting quest ideas!

Fixes:


  • Fixed a crash when trying to activate the taskmasters in some conditions
  • Fixed issue where repair center targeting couldn’t get to some buildings in some configurations
  • Fixed bug where warhead didn’t take damage from tunnelling in some cases
  • Fixed bug where a mountain maker shot would detonate prematurely on a warhead
  • Fixed issue with King’s shield and flamethrower interacting strangely


Since this is such a big update, there are bound to be some issues and bugs that snuck through our pre-update testing. Report them in the comments and I'll hotpatch them as soon as I can.

Livestream #10 - Gamedev Q&A

In fifteen minutes at 11am PST, I'll fire up our development livestream: http://www.twitch.tv/cannonbrawlgame

Today I'll be answering any and all questions you have about indie game development. Be as specific or as general as you want!

I'll also be working on a new feature, the Quest system. It's goal is to guide players through the campaign and into multiplayer and encourage trying out all the different playstyles Cannon Brawl has to offer.

See you there!

Livestream #9 - Giving the Grenade Launcher a purpose to be

In about 45 minutes at 11amPST, I'll fire up our development livestream: http://www.twitch.tv/cannonbrawlgame

We've been working on a new building, the Grenade Launcher, and after much testing found the design to be lacking. It doesn't feel very useful in most cases, so this stream will be all about giving it a defining reason to exist.

New Build - 0.9.6 - Added the Flamethrower!


I hope you enjoy bad puns, because things are really heating up with today's new build! Head over to the armory, unlock the Flame Thrower with your XP, and try burning some stuff! The full notes below:

Features/Improvements:


  • Added a new building to unlock in the armory: The Flame Thrower. This is a front line building which shoots out a blast of fire for a few seconds. This fire does area of effect damage in the shape of a cone. The Flame Thrower is short range, so you’ll have to get pretty close to your targets, but it does have more health than most buildings. Right now, the fire ignores terrain which should be an interesting mechanic to test out. The Flame Thrower should work best against closely packed enemy buildings or demolisher rushes. Try it out, let us know what you think!
  • Added campaign analytics. We now keep track of if you won/lost/quit-in-the-middle of a campaign mission, how long it took you, and what buildings and pilot you used. We should be able to figure out if missions are too easy or too hard, and be able to determine difficulty on a per-building set basis.
  • Added some new music for the campaign’s final boss level. Now the music is as intense as the battle!
  • Hooked up new music for the army select screen. It gets more exciting as you choose more buildings!
  • Minionette and the Taskmaster’s abilities are now considered ‘active abilities’ and are now activated by pressing a button (z on the keyboard, X on a controller). Now you can just press a button to activate them. This concept of active vs. passive abilities will allow for some interesting new pilots in the future.


Bugs:


  • Fixed bug where Minionette could sometimes freeze more than 2 buildings.
  • Fixed bug where AI could use frozen buildings


Tuning:


  • Adjusted difficulty and medal times on some of the early Nightmare Mode campaign missions.
  • Repair Center now has a maximum range at which it can repair. This range increases on upgrading. This is essentially a nerf to the level 1 repair center, so that they can’t so easily be used to heal warheads or other buildings all the way across the map.
  • Moved Minionette to the Armory

Livestream #8 - Prototyping a new pilot

In just under an hour I'll be livestreaming an hour of Cannon Brawl's development.

Today I'll be prototyping a new pilot. We recently decided to try out 'active' abilities (vs passive that the pilots currently have) so I'll be experimenting with that by creating a totally new pilot with an active ability.

At 11am PST, you can watch me write code and see it take effect here: http://www.twitch.tv/cannonbrawlgame

Livestream #7 - How to make Puzzles!

Hey guys, in just over an hour I'll be livestreaming some Cannon Brawl development. See what it's like to make an indie game!

I'll be working on improving our puzzle levels, which are still in development. Find out what makes a good puzzle, or how to make a bad puzzle better.

At 11am PST, you can watch the code and design excitement here: http://www.twitch.tv/cannonbrawlgame

Hope to see you there!

New Build (0.9.5) - The Armory Arrives!



Big update today! This marks our first step toward Cannon Brawl's meta-game and toward bringing you more new pilots and buildings.

The Armory is here!


Press 'z' to get to it from the main menu. You can now use your XP earned in Nightmare Mode and Multiplayer to unlock new pilots and buildings. So far we've only got one new thing to unlock, but we'll be adding more in future updates. Our first new unlock is…


New Pilot: The Task Master


Unlock her from the aforementioned armory to try out her commander power: every 40s the Task Master can cancel a building’s cooldown and use it immediately. Probably combos well (maybe too well) with the Warhead... reduce the active cooldown of a building by 30s. So if the current cooldown is under 30s, you can then use it right away!

By Popular Request: Configurable Keyboard Controls


For all you folks interested in wasd, ijkl, tfgh, or whatever you can now set that up from the settings screen. Note that if you change your default keys, the key hint images in game will be hidden (since they're for the default controls).

Also, we've added a 'Show Map' button during Army Select so players (especially during the campaign) can see the map while their picking their pilot and buildings.


Tuning

Warhead gets a big tuning change, big thanks to ChessCitten for the design suggestions and testing. This should be an interesting design direction to explore with the warheads, since they're much more effect against buildings, and less about rush spamming the HQ. As you play, let us know what you think:
  • Warhead now costs 60/35/30
  • Warhead damaged increased to 20/25/50, although they do 50% damage to HQs
  • Warhead speed decreases as it is leveled up
  • Warheads have no damage scaling when destroyed until they’ve reached half health
  • Decreased Uncle’s ramming spike cooldown to 35s from 40s.



Fixes

Fixed rare bug where sometimes one player would end up waiting forever on the army select screen due to a mis-timed ready message.






Livestream #6 - European Edition

In 5 minutes at (11am PST) today you can watch our latest live stream here: http://www.twitch.tv/cannonbrawlgame

This stream will be more development focused. You'll get to see the code that runs the game written before your very eyes! You'll be able to behold the fabled todo list!

Stop on by to see how this sausage gets made!

P.S. Our next livestream will be at 7pm PST. We'll probably continue to alternate times every other week. Still figuring the schedule out...maybe 2 streams in one day?

Livestream #5 - With the devs

Hey everyone, it's time for a new live stream. In just 5 minutes at (7pm PST) you can watch it here: http://www.twitch.tv/cannonbrawlgame.

Friend petey123567 on Steam if you're up for a duel! Or call into Cannon.Brawl on skype to chat.

See you there!

P.S. Our next stream (on the 28th) will be at 11am to better accommodate European players.

New Build - Alpha 0.9.21 (1665) - Tune up

Got lots of good feedback after the last build update, enough for a quick new build update! You spoke, we listened, all hail early access!

Features/Improvements:


  • Removed the kill cam
  • Tweaked matchmaking so that it widens it’s elo serach range quicker, and also after about a minute will make the elo search range to include all players


Fixes:


  • Fixed a crash in nightmare campaign
  • Fixed bug where upgrading a shield would cause an incoming level 2 shot to be completely absorbed by one ring
  • Fixed bug where drill shot dig pulses weren’t correct after being downgraded by a shield
  • Upgrading a repair center in the midst of a repair will now repair at the new upgraded rate
  • Fix bug where firing a laser or cannon at a building platform with a building on it would not damage either. Now the damage is dealt to the occupying building.
  • Fixed bug where minionette could freeze 3 buildings in some cases


Tuning:


  • Restored old warhead damage scaling (but more changes to come to the warhead in future update)
  • Adjust minionette’s cooldown up to 30s from 25
  • Reduced missile tower damage per split shot to 3 from 4
  • Increased range on level 1 drill tower
  • Minion’s buildings now take 50% less fall damage (this was actually in the previous build, but got overlooked in the patch notes)
  • Adjusted the Canyon so that the middle section of land can be more easily attacked from the bottom
  • Thinned out the middle lower section of land in the southern coast so it is more easy to dig through


Special thanks to ChessCitten, Wizact, pandalords, Festive Turtle, Heteroskdastic, brandonbot and everyone else for the balance and bugs feedback!