Today is a really happy day for me, Steam just approved my next game store page, so it's already visible for everyone! This is a great step for me since I'm trying really hard to become a good indie game developer.
The game itself will be avaible on September 10th, but you can already add it to your beautiful wishlist.
Thank you very much to everyone who played Pinkman and Duck Souls, you literally changed my life forever for the better! :pinkneonheart:
1.3.6 is live!
Hi everyone!
Most players really enjoyed the new checkpoint system, however a few more hardcore felt like the game became a bit easier, so I decided to implement options for both casual (with checkpoints) and hard (without checkpoins) modes in the main menu, so you can choose what better fits your playstyle.
I also fixed a very small glitch in the camera that could make it fly across the map during a layout transition.
If you have any problem or find anything that seems "out of place" leave a comment here, please. Thank you very very much for everything! :pinkneonheart:
1.3.3 is live!
Hi, everyone!
I learned quite a lot of new cool things related to programming since I released Duck Souls here on Steam, so I decided to take a whole week to make everything I can to improve the game experience a bit more. Here's the list of changes/additions included in this update:
Patch notes 1.3.3
Checkpoints. You don't need to restart the whole level if you die anymore, instead you will spawn close to the last checkpoint you activated.
Improved level selector. Hold a directional key for 0.5 seconds to quickly navigate through all 100 levels in the game, no more key smashing to go from 1 to 100.
Wall jump forgiveness. Now the game will grant you 0.1 extra second to perform a wall jump, even after you leaved a wall. This is good, because most people rather press a directional key before the jump button, so this is not a problem anymore.
Precise dash system. There's no more variation in the dash range, the character will always move 128 pixels forward.
Fix for a few visual glitches. For some strange reason, a few effects were not present in the game, like the warp distortion during the character dash skill, but now I'm sure everything is included.
Better SFX audio quality. I used a new method to import the audio file into the engine, everything should sound crystal clear now.
New HUD icons. With the new checkpoints I added a new “flag” icon and also changed the old “arrow” icon to a “trophy” icon, so the main objective became more evident.
Dynamic colored dash sight. It was a bit tough to predict where exactly the character would land after using the dash skill, so I added a “sight” that will always show an inverted color compared to the background.
If you have any problem or find anything that seems "out of place" leave a comment here, please. Thank you very very much for everything! :pinkneonheart:
1.1.9 is live!
Hi, everyone!
During the last few weeks i've been talking to some Duck Souls players about the game HUD and we kind of concluded that part of the HUD is not very useful since the main character is always showing some visual feedback about his status, for example: If he's out of stamina he will start to sweat and if he's out of dashes he will turn darker. Beyond that, sometimes the HUD can get in the way of important parts of the level blocking the player vision, which is very annoyng. So, I decided to remove part of the hud temporarily to see if it can result in a overall better experience. I also fixed some very specific grammar erros in the final level.
Patch notes 1.1.9
HUD partially removed to improve level visibility.
Fixed an issue related to the HUD opacity.
Fixed grammar errors in the final level.
Added a hidden message in your clipboard.
It would be rude to not say thank you.
Hi, everyone
Since October of 2016 I've been dedicating almost all of my time to game development, I've already made two games called: Pinkman and Duck Souls, they're probably the thing that I'm most proud of in my entire life, every single pixel and sound of these games were made with a lot of love. Each one of them took me about six months of work to complete, but I can confidently say that those were incredible six months of pure joy to me. I've a little philosophy for making games, it doesn't matter what kind of art style the game is going to be or the kind of music and sound effects, the game just needs be fun to play, if I can have fun playing a mediocre prototype then I'm sure it's worth working on. It's like self love, if you don't know how to love yourself, what make you think someone else will? So yes, I love Pinkman, Duck Souls and everyone who gave them a little chance, because working full time as an indie game developer is a dream that's slowly coming true for me. Pinkman and Duck Souls have sold almost 10.000 copies since their release and i couldn't be happier. It would be really rude to not say thank you for your support up till now. Thank you for giving me a chance and hope, i would never imagine that someone so amazing like you would play something i made. Thank you! :pinkneonheart:
Mateus
1.1.6 is live!
Hi, everyone!
This is a considerably "big" update, at first you might feel that the game have not changed a lot, but i reworked the whole dash collision detection system, so it should feel way better now. Now you can dash without pressing a directional key, you can dash if you're close to a wall, you can even break breakable walls without taking a step back before, etc.
I also redesigned parts of 20 different levels to be more intuitive and take advantage of the new dash collision system.
As an extra, i added a new achievement related to the hidden easter egg. Where could it be?
And that's it for now. Have a nice day, people! :)
1.1.3 is live!
Hi, everyone!
In this update a did a few tweak in various parts of the game, here's a list of them:
Electric wall hitbox was reduced
Level 4 and 5 were redesigned to be more beginner friendly
Added a visual representation for the dash, now the duck will become a bit darker when his on a cooldown
Added a visual representation for the wall jump, now the duck will start to "sweat" if his running out of stamina
The next step is to update the dash collision detection system, so you don't need to take a step back before dashing into a wall.
And that's it for now. Have a nice day, people! :)
1.1.2 is live!
Hi, everyone!
This is a kind of special update, now we have full integration with Steam Achievements. I started by adding 20 Achievements which will also be useful to notify the player when he gets a new hat, but i plan to add some more challenging ones in the near future, like "die 100 times" or "complete 10 levels without dying", etc.
And that's it for now. Have a nice day, people! :)
1.1.0 is live!
Hi, everyone!
In this update i added a zoom out option in the options menu, so you can see the whole level while you play the game, which can make the experience way less frustrating in general.
Today i also started to work on a new hit detection system for the dash ability, so the player can try to dash even if his already colliding with a wall. This is mainly useful for destroying breakable blocks without having to take a distance before doing so.
And i didn't forget the achievements, if everything goes right they should be live this week.
And that's it for now. Have a nice day, people! :)
1.0.8 is live and some news!
Hi, everyone!
In this update i added the possibility to use the shoulder buttons and triggers to jump and dash, this might be useful for some players who feel more comfortable playing with these controls.
I also started to work on a new feature, a zoom out switch in the options menu. This zoom out feature will let you see the whole level while you play, it will prevent those frustrating moments when you die without having the chance to prepare yourself. Everything should be done by Friday in the 1.1.0 update.
BTW, the controller update was a Diegovz01 idea. Thank you very much, sir!
And that's it for now. Have a nice day, people! :)