A 90s OST throwback: The underrated and underrepresented FM sounds of the Genesis/MD will drive the gameplay of DEMON'S TILT!!
Watch this page for future updates about you you can obtain the complete soundtrack!
PINBALL MADNESS
WE HAVE A WINNER
PINBALL MADNESS at the Musem of Pinball in Banning, CA was a great event! We had a very small batch of T-Shirts made and announced on Facebook that the first person that shows me they wishlisted the game would get a free shirt. On Saturday, Chewable C++ won the shirt!
And here's the back of the shirt if you're curious:
Here are some more pictures of the event!
FESTIVAL SEASON
Our IGF 2019 entry is live! We've entered DEMON'S TILT into several festivals. Hopefully, we'll be hitting the circuit in 2019. We couldn't make it out to France for Indiecade Europe, but we'll be at GDC anyway, IGF or not.
We've been refining the interface, which goes hand in hand with polishing gameplay.
INTRODUCING...
First up is the title screen. We're still figuring out what the "tutorial" is...
...some people like a tour guide, others like a simple instruction card--the type you see on real pinball machines. Which way do you think it should go?
SCORING
Part of the reason for all of this HUD work is the deep scoring system DEMON'S TILT has. You can see from our HUD revisions that there are a various bonus and jackpot indicators.
Really keeping track of how this stuff works will keep you in the upper echelons of the leaderboards
We're working on an overall level of polish to the interface so it's just as easily navigated with a mouse as it is with a controller.
RUMBLE
Speaking of which--we're also figuring out best practices for adding rumble to the game when using a pad that supports it.
As usual...
STAY TUNED!
DON'T SWEAT THE TECHNIQUE
Yep, you can POST PASS in this game.
Dev update: Currently working on camera options (including multiball options) for our next private beta.
IF DEMON'S TILT CAME OUT IN THE '90s...
The ad would probably look like this...
Well...except for the URLs and Twitter handles, of course.
INDIECADE!
FESTIVAL SEASON
Great news came in this weekend!
We made it into Indiecade Europe! If you're in France next month, stop by and show support! We are currently further refining the game, adding some late-stage features, and optimizing it for future test runs.
Demon's Tilt has been submitted for some other festivals and shows, so hopefully, we'll show up at more of these types of events.
STREAMING?
We're thinking of starting some regular development streams of this game--both showing it in action and some behind the scenes coverage of the game's creation. We still haven't determined the best place to do this yet--but maybe Steam's own streaming features since you're already here and presumably reading this...?
Frame Rate: UNLOCKED and other updates
We've been experimenting with unlocked and high refresh rates. The game seems to largely work fine, but there's still some weirdness here and there. This might be an experimental feature at first, but the game sure does look great at 140hz! We're doing further research to see if we can iron out all the high frame rate issues.
BOSSY
The past week or so has had us focusing on finishing the boss and mini-boss content; Artwork first, with implementation to follow. Perhaps we'll give you a glimpse--but for now...NO SPOILERS.
WISHLIST-O-RAMA
Wishlisting really spiked last week. Keep it going! We're seeing some great momentum on this game, and are really looking forward to when we can finally announce the release date. Continue spreading the word--we really appreciate it! And as always, stay tuned....!
ONCE UPON A TIME IN THE '90s...
Newly unearthed photos/! Check out CYBERSALAD's bedroom circa 1993 -- with the fresh DRAGON'S FURY poster. We've been fans of the genre since the beginning!
(Also note the sweet Amiga 500 setup)
Another successful test!
We've been testing the game on a variety of hardware platforms and the results are encouraging. Please keep the requests and questions coming! We're taking everything into account when deciding the final set of features and requirements.
A quick note about Steam Workshop support in this game. We are supporting cloud saves only. This means that your own local scores are saved to a file which can be uploaded to the Steam cloud so you can move them around to the different machines you play on. This way you can keep record of your own personal top scores, separate from the Steam leader boards which are also supported, of course.