Hey, so, kind of following up on the last State of Development; I've made the difficult decision to close up my business as X-Joy Games. The short version is, that means it can no longer be sold; once the game is officially down, I'll be sorting out my legal obligations and closing business altogether. In the interests of preservation, the last playable build has been re-uploaded on Itch here: https://joy-games.itch.io/dash-blitz The game is still very much playable and will remain in the Steam libraries of anyone who has it now, but anyone using the online build will no longer be able to access the Steam servers (which, let's be real here, probably wasn't working to a good enough standard anyway).
I'm deeply appreciative of everyone who enjoyed playing on Steam and at conventions, and even if it wasn't financially successful for me, I am eternally grateful to the people who purchased Dash Blitz for themselves, friends or loved ones on Steam. You're all real ones.
I've made it no secret that Dash Blitz took a lot out of me, and as I've stated before, since I've gotten my health and career back on track, sinking time and energy into it has been increasingly hard to justify.
Realistically, I'm 30 years old now, getting married in a month (crazy to consider) and am looking to start the next stage of my life. As part of that, I need to consider where my priorities lie, and that's simply not with game development, and not with Dash Blitz. Not anymore.
It's been great. And as I keep saying, Dash Blitz is my favourite game of all time, and even in this broken, half-finished state, I wouldn't hesitate to recommend it to people. I just don't feel comfortable continuing to sell what will never be a finished game.
In the future I may return to game development, but as a hobbyist. If you're interested in keeping up with whatever I work on, drop me a follow on Itch. I can't justify any serious work at this point, but I know I can't quit cold turkey. I'm still enjoying sinking time into tabletop development, so if that's something you're interested in I have some fanwork and other projects cooking. And hey, if anyone wants to peep my Rondo, I'm down to fool around on Parsec whenever. This was no easy decision, I love this game.
So long, and thanks for all the Blitz.
State of Development
Hey, so, it's been a while. The short version is, Dash Blitz isn't my primary focus right now. It might be in the future. It's still an awesome game that I'm very proud of and I think you should play it. It even has a free demo and online (kind of).
Basically, Dash Blitz ran into a big graphical glitch in development that froze every single animation. The repair process for this has been long and painful, requiring every single animation to be reimported and reallocated before any new work can be done. This issue has to be fixed before anything new can be made, and is essentially a big timesink. Of course I still want to finish Dash Blitz, but the reality is that I'm one man with a full-time job that's more important. I don't get much free dev-time as it is, so I need to be mindful of how I spend it.
The bottom line is I'm still making games, and Dash Blitz is still very much on the cards, but I'm focusing on smaller projects right now. Just to reiterate - Dash Blitz is 100% my favourite game of all time, and I encourage you to play it too. I'll post an update here when v0.6 looks achievable, but think about that wait time before you put your money down.
This is kind of a big deal, so I haven't got any other patches or changes to go along with it. But I thought this would be worth putting out there ahead of v0.6 so people can enjoy a couple rounds with their friends - or whoever else is out there waiting for a fight.
This is still kind of rough, so it's not being added as a proper numbered update. You'll need to opt into the beta. Just put in the password youvstheworld and you'll be able to play the netplay branch, which includes the Online menu. Once you click on the world icon and go online you'll be able to see other players who are online. If you want to join their game, click on their icon and wait a couple of seconds. By default you can only see or be joined by friends, but if you click the top button there you'll switch over to public games, where anyone can join. While you're online, you can't access the pause menu and only the host can make some choices (e.g. AI or what mode to play).
There's a few known issues - you may have to fiddle with your firewall, usernames may not display properly on the client's side, you can't kick players, I recommend playing with items off and the camera's a bit funny in Race mode. But the core of the game is completely accessible! Next I'll be looking into fixing these, and a form of matchmaking for dedicated 1v1 setups. Please drop us a line here on Steam if you have any issues getting online working so I can work to fix it for you.
I hope you enjoy, and I look forward to seeing some brilliant matches. Happy Blitzing!
v0.5.5.1 - Small Bugfix
Tiny bugfix today; fixed an error (one of those tiny little embarassing one) where the game hung at the title screen on initial launches (but not subsequent launches). The game now loads into the tutorial for first-timers, as expected.
That's, uh, that's it.
See you in v0.6!
The Developer's Challenge
I'm offering a cash prize to anyone who can beat me in a Best Of 3 versus match before July 1st. It's an $80 USD prize pool, split between all winners. No strings attached, just the thrill of competition.
All you have to do is add me on Steam and message me. Then we'll figure out a time to get blitzing! And because I'm such a good sport, you can host. Items on or off, any character, any stage. Don't have your own copy? Well I'm not sure what you're doing reading this then, but lucky for you, I don't care. The demo features 6 playable characters (including my mains), which works perfectly fine for this challenge.
In the interests of transparency, I'll be streaming all challenges live at https://www.twitch.tv/xjoygames
Am I crazy? Quite possibly, but I love this game and I love a good fight. So please, bring your A game.
v0.5.5 - Racing To The Fight!!
You didn't think I'd forgotten about you, did I? It's time for more Dash Blitz!
v0.5.5 includes so much new stuff, we skipped a version number! We're well on our way to the mythical v0.6, but for now let's dive right into what you can expect!
New Content
Who else but Accel, of course! This wise-cracking self-driving car is Dash Blitz's new heavyweight, but he's no slowpoke - he's the fastest character yet!
Accel's home turf, Wild Highway, is now a playable stage! The overgrown remnants of an old-world highway, perfect for clambering around and attacking from surprising angles!
Bluster's favourite date-site, Windy Bluff, is now a playable stage! The fans are incredibly dangerous, blasting out powerful gusts of air and chopping up anyone who gets caught in the blades! But you can use the wind to your advantage, too. Try to launch enemies who are struggling over the cliff!
General Fixes
Fixed a bug with the main menu; you should be able to see what you've selected again.
Fixed a bug with the lobby where the mouse position would override cursors.
Fixed a number of transparency issues and cutscene models not following the same rules as game models.
Fixed an issue where reducing outlines to zero thickness still showed black artifacts behind the character model; this should be all better now, for those of you who prefer the classic minimalist aesthetic.
Fixed a bug that allowed you to enter some modes without any players.
Fixed a bug with music where the override option wasn't being applied after a fight.
Removed the Item menu from the Race mode screen.
General Improvements
Horizontal speed now translates into wall-scaling speed! This shouldn't be too noticeable for most characters, except for a slight feeling of momentum being carried, but newcomer Accel takes full advantage of this change!
Increased the delay on Magna Pulse to discourage spam. Also removed it from Race mode, that wasn't very fair.
Improved the UI for Race mode to have a little more flair.
Added some more voiceovers to give the overall game a little more personality.
Modified sound effects for Magna Pulse and Magna Burst.
Stages
Metro Sewers
Made some improvements to the waterspout in the centre, making it more clear when it's about to burst.
Made some changes to collision in the centre to (hopefully) prevent rolling projectiles from bouncing in the air.
Everlanche Climb
Fixed an issue where the clouds here covered up cutscenes and dialog.
Characters
#1
Amended reflect mechanics, allowing #1 to ding more effectively. His attacks should now launch projectiles in the same direction as he swings. This change also applies to all other sources of reflection.
Edge
Fixed an issue where Edge's kunai wouldn't spawn.
Also, the longer you throw kunai, the more they fan out now, giving Edge back some of his scattershot's functionality while trading out raw damage.
Bluster
Improved Vertical Full-Charge Shot's hitboxes.
Manny
Fixed an issue where Manny dropped dramatically after finishing a clamber.
Improved the height Manny jumps after exiting a clamber, which should make it easier to swing onto moving platforms.
New chainsaw noises.
Sherpa
Added partial shot-immunity to Sherpa's dash. The earlier you are in the dash the more he can shrug off. This should hopefully make it easier to wade into combat, but you're still easy to combo, so be careful.
Puffin
Added some visual feedback on Puffin's grab to better show how her enemies are frozen.
As for me, I'm feeling a lot better lately. It makes me so, so happy to be able to play this game again, and I'm happy to report it works better than I expected for Steam Remote Play. I still can't make any promises with regards to updates, but I'm definitely in this for the long haul. I'll see you when I see you for v0.6.
Until then, I think that's everything. I hope you have fun with it!
v0.5.3.2 - Sounds Good
Just a small one today, but I thought the fixes in it would be better to get out and try now than to wait around for v0.6.
New Content
We're trialing out some new sound effects - most notably the new charging, shooting and teleporting sounds. Hopefully they're a little less obnoxious. I know I'd gotten used to the chime of the teleporter, but this new sound should be a little more sci-fi-y.
General Fixes
Taken strides to improve terrain collision, most notably to remove the weird slow-down effect in the wings of Dash Finale. If anyone gets flung through a wall, though, you know who to call.
Magna Pulse now zeroes out the momentum of affected targets, preventing them from sliding away.
Fixed some graphical bugs with certain stages.
General Improvements
You can now continue to charge shots while grappling, allowing you to more reliably connect charged shots and further expanding the uses of grappling. This has also fixed an issue where you would shoot without warning after a grapple.
You can no longer cling onto the small walls on the side of Dash Finale's main stage - this wasn't exactly a bug, but it led to some awkward interactions like Arrhic continuously body slamming anyone who got on top of him.
Characters
#1
Stagger on forward throws now persists regardless of the launch angle, so it should function as a combo properly now.
Added dinger sounds to #1's attacks where they can reflect projectiles, making it more satisfying and clarifying when it's working.
Arrhic
Sped up Arrhic's initial grab-time, making it easier to grapple foes at point-blank.
Manny
Re-implemented chainsaw noises. Go forth and rev to the extreme!
Fixed a bug with Manny teleporting back down to the ground when he finished clambering around on things.
Sherpa
Lasers now deal more damage per hit. With the tweak to grappling this makes grab combos especially devastating.
-1
Improved stagger on forward throw ala #1.
More dingers, too.
v0.5.3.1 - whoops my finger slipped
Hope everyone enjoyed their holiday! I haven't got any real goodies to share, but I've made some fixes to a few of the things that went awry last time. No new content or balance changes just yet, but I am making notes for the future. There's still work to be done here but that's for another day.
General Improvements
Substantially buffed Magna Pulse; the pulse now temporarily stuns enemies, lasts longer and pulls much more forcefully. If you think that's too much, don't forget you can block the pulse much like an attack.
Improved visibility on the flash effect when taking damage.
General Fixes
Fixed some graphical glitches with certain stages and attacks. The new texture job is an on-going effort because shaders are hard, but hopefully the worst offenders have been smoothed out now.
Hopefully fixed a persistent bug where textures were being overwritten with brighter/darker versions. This was a hard one to reproduce, but I mostly saw it after playing through Onslaught. If you still see anything weird, let me know.
Fixed a bug where adjusting outline thickness modified sound effect volume. Weird how two completely unrelated things can interact, huh?
Fixed various menu bugs, where the game couldn't be exited (what a shame) and buttons couldn't be remapped.
That's all for now. Until next time, Happy Blitzing!
v0.5.3 - Thicker and Juicier
Well, it took a lot longer than I'd like, and v0.6 is still going to be a ways off. But despite everything, Dash Blitz continues to update, marching slowly forwards towards the big 1-0!
And with the advent of Steam Remote Play, it's the perfect time to share the gift of a holiday's beating with your friends and loved ones! Don't forget there's an extensive free demo you can try out.
Now without further ado, let's get into it.
New Content
Characters now sport thick, juicy outlines! It's a very different look, and still in need of some refinement for the future, but it makes it easier to track the action at Dash Blitz's trademark high speeds. Feel free to tweak the outline thickness to whatever you're comfortable with in the menu.
Characters have faces now! This was a part of an extensive retexturing job going on behind the scenes, which led to a number of small details being added to the cast. In the future these will be animated, but for now it's just a little splash of life. If you'd prefer the original minimalist vision, you can opt out in the menu. There's some growing pains here, tied to the outline implementation, so you might see some black spots in people's faces, and regardless their faces will appear during cutscenes.
The all-new Magna System! Magnetic energy is a resource that every fighter can use. Magna Pulse to pull your foes towards you, or Magna Burst to escape a combo! Your Magna gauge will refill over time, and like charging your shots, it refills faster when you're on low health, so don't be stingy. You'll find these options discussed in the tutorial, and you can of course remap them freely.
The new health bars sit snugly on the top of the screen. This is a very minor thing but I think they look snazzy.
There's now an announcer on the character select screen, calling out the name of your choices. If you don't like it - first of all, rude. But you can just finetune the voice volume in the menu.
You can now change the song that plays in every fight! You can set it to a specific track, or even have it change according to the fighters. You'll even see a new theme for Bluster in there!
General Improvements
The same input can now be set for Pause as for Back. Pressing Mouse Right will also act as Cancel in the pause menu.
The default key for Pause and for Back is now set to Escape, which should feel more natural.
Added mouse controls to the lobby for the main keyboard player. This is a small one but it's a very nice quality of life improvement, especially if you're sitting at the desktop and playing (such as, y'know, if you were playtesting). Mouse Left acts as Select, Mouse Right acts as Cancel, and the scrollwheel allows you to change colour.
Made a number of cling swings stronger - these are the hardest attacks to land consistently and their damage potential should now better reflect that.
Allowed most swings to destroy fully-charged projectiles - in practice the most common ranged attack is the full charge shot, so swings beating out projectiles wasn't really happening. Now throwing out charged shots is marginally less safe and well-timed melee swings are better rewarded.
Added more arenas for Onslaught, so there's a bit of variety in the platform layout.
Characters
#1
Increased stagger on forward throws, making them easier to combo off of.
Besides Run Swing, ALL swings now reflect projectiles. To compensate for its gimmick being stolen, Standing Swing now reflects with much more speed and power. These changes are reflected by the Baseball Bat item.
#1 can continue to reflect projectiles with his Item Standing Swing, albeit less effectively than usual.
You can now hold in the Swing button to extend a Jump Swing. In the future this might see some more tweaks, but right now, it makes it that little bit easier to time your hits.
Edge
Edge's repeating kunai shot has been drastically weakened, with the scatter shot being removed. In future the scatter may come back, but not at the same CPU-destroying scale. Hopefully the kunai's current power level brings Edge back to where he's meant to be - a fast, dangerous melee fighter whose ranged attacks can open you up to melee.
Dash Swing does not interact with projectiles at all now. Not so much a nerf as an oversight, it'd be a bit weird blocking a bullet with your pinky toe.
Nomad
You can now hold in the Swing button to extend a Jump Swing, exactly like #1.
Arrhic
Removed damage on Arrhic's initial grab, adding more damage to his throws to compensate. Fixed a few bugs with his grapples.
Cling Swing no longer interacts with projectiles at all. Throwing your chest at people is not a defense, Arrhic.
In a unique case for a grapple, Ground Forward Throw DOES block projectiles. Throwing other people's chests at them is an acceptable defense.
Rondo
Due to Rondo's weak stature, he has retained an inability to block charged shots with his swings.
You can now hold in the Swing button to extend a Jump Swing, just like #1.
Valerie
No changes... this time. We'll see if Magna Pulse mitigates the issues with airdash spam.
Sherpa
Jump Swing now deals more damage per hit, making it one of the deadlier multi-hits.
Item swings now deal much more damage, on par with Sherpa's raw swings. I'm not sure why they weren't already, probably just an oversight on my part.
Lasers now trap in place, then launch with force. The same change has been made to the Laser Rifle item.
Puffin
As a unique property, Puffin's grab can now destroy projectiles.
Kero
Improved damage on Jump Swing, making it more rewarding to land.
-1
Increased stagger on forward throw ala #1.
Made changes to swing reflection as with #1. Charged Standing Swing does not reflect projectiles, either.
General Fixes
Fixed an issue where it was harder to escape grabs than intended.
The player input screen now correctly shows the player whose input will be changed.
Fixed race handling on Hustle Harbour so a teleporting Nomad doesn't get lost on the track.
As for me, if you'll permit me to blogpost for a second, anyone paying attention may recall I'm going through some hand trouble. And you may have noticed the year-long gap in between updates. Believe me, I know. I'm more frustrated than anyone. I've only recently been able to get back on the keyboard regularly, and even then, only because I'm out of work.
Things are improving, in some ways. I still haven't got a real diagnosis, but I'm able to medicate and spend some time at the desk, and I'm getting by without voice recognition, thankfully. I still can't return to work proper, but I'm hopeful that I'll be able to do some part-time gigs.
And of course if you buy my game and share it around, maybe I'll be able to move back out of my parent's house and live my life again. Jokes aside I'd love to get back to working on this game regularly. It's difficult, and I can't really play test, but this is my passion.
If you're enjoying Dash Blitz, it'd really mean a lot to me if you shared the game, liked this post or even let me know how you feel about the game. Even now I'm monitoring the inbox and this Steam community, so if there's anything you'd like to see changed, it's all up for discussion.
Please enjoy yourselves, take care, and Happy Blitzing!
Progress Update
Hey there! It's been a little while. Seeing as updates are slow-going at the moment, I wanted to touch base so people know Dash Blitz is still in development and still making progress.
I'm focusing on smaller quality-of-life updates so I can set up a basis in v0.5.3, then move into the big picture stuff with v0.6. Here's a short list of what you can expect:
Characters are being re-textured! For the most part this will be small, but with it comes the option for faces, which I think helps give the cast more personality. Faces will be strictly optional, so if you prefer minimalist visuals, don't sweat it.
In terms of gameplay, the Magna System will be the biggest element added. Magna is a resource available to each character that recharges over time. You can spend it on two different magnetic waves. Magna Burst is a short-ranged burst attack that you can use at any time, allowing you to escape combos. On the other hand, Magna Pulse is a long-range pulse that deals no damage and pulls targets towards you, allowing you to strike back at dodgy foes.
An announcer on the character select screen, so when you pick Sherpa, you can have a nice little reminder that you're a real man picking a real character.
Outlines for characters and objects. I'm looking to give this an option in the menu to dictate the width, and will of course be optional.
Choose the music for your battle! I'm aiming to also have an option so music defaults to character selection over stage selection.
New health bars, as in my previous post. This is still a work in progress.