Indie Game Battle cover
Indie Game Battle screenshot
Genre: Fighting, Platform, Indie

Indie Game Battle

Indie Game Battle v1.57 released!

Hey everyone!

IGB v1.57 is out! This update does some needed balancing changes, fixes some major controller issues, and also fixes some general bugs. Here's the changelog:

**Changes & Improvements**
-Characters with horizontal recovery side specials such as Bingo, NoLegs, The Kid, Matt, Red Drop, Electroman, and Poncho can no longer immediately use side special to recover after getting launched. As previously, this would reverse their horizontal momentum entirely and make them able to recover horizontally almost at any percentage. Doing this too early out of a launch now will result in their side specials "failing", and not moving them back to the stage.
-Reduced sensitivity on Playstation controls. It should now be possible to walk without running.
-Improved the texture on the Training stage. It now looks better and has higher-resolution textures without hurting performance.
-Improved the background on the Training stage's alt background.
-Artist's side special is no longer random. The fans now come in order.
-Updated stage select icon for Matt's Room. It was currently outdated.

**Fixes**
-Fixed major bug where the control setups for players would not set up properly when booting up the game.
-Fixed some major bugs where the background on Matt's Room would essentially break, making the stage pretty unplayable.
-Fixed error where the magic bottle on Artist's super attack would appear as a purple missing texture.
-Fixed exploit where if Bingo used side special and then up special, he'd keep a lot of horizontal momentum, making him able to recover from nearly anywhere.

**Balancing**
*Buffs*
-NoLegs' super attack now spawns twice as many stars.
-Poncho's neutral air now has higher base knockback, and higher knockback growth.

*Nerfs*
-Matt, Bingo, and The Kid now slow down a lot more after using side special.
-NoLegs now does overall less damage on all attacks.
-NoLegs' side b now has less knockback.
-NoLegs' down air now has less knockback.
-Bingo's side b now does less damage and has less knockback.
-Aria's side special now does a bit less damage.
-Aria's forward tilt now comes out later and lasts shorter. This is mainly to make it fit better with the animation, as it previously hit behind her.
-Captain Viridian's up smash and forward smash now have a bit less knockback.

-Felix

Guppy's Quest on Steam Greenlight!

Hey everyone!

Guppy's Quest is part of IGB, as well as a part of our team itself. The game just launched on Greenlight, and it needs your votes!

You can vote here!

There's been a lot of effort put into the game, and we'd all appreciate it a ton if you could lend your support for it. Thank you!

-Felix

About non-functioning controls (especially keyboard controls), and how to fix it!

Hey everyone!

I see several people seem to have controls which aren't responding in the game. So I wanted to let everyone know why that is.

A recent bug in one of the newest updates made it so that anyone who recently bought/installed the game would not have their controls set up properly when booting up the game for the first time. And for this reason, no controls (including the simple keyboard controls who are supposed to work for everyone) were not set up properly and could not be used.

This is also why some people have found success with going to the Options menu and clicking Delete Data. As this deletes all the game's save data and forces the game to set up the controls properly, which means it will work again.

I have fixed this bug now, and it should be fine again for all new players in v1.57 and onwards. But it won't fix itself automatically and I advise everyone to go into the Options menu and clicking on Delete Data. Doing this should make the game's controls 100% useable.

I'm sorry about missing this bug. Hopefully this post will help anyone who got the game very recently and are having these issues play the game properly!

-Felix

Indie Game Battle v1.56 released!

Hey everyone!

IGB v1.56 is out! Some optimization, graphical improvements and more. Here's the changelog:

**Additions**
-Added an alt stage look for the Training stage!

**Changes & Improvements**
-Changed the skybox on the Training stage. The stage has also been optimized a bit.
-The Dragon's Shrine stage has been slightly redesigned and remodeled. It has also been optimized quite a bit, and should run at least a little bit better. May do more with this stage in the future as well.
-Some graphical improvements on the Matt's Room stage, as well as a bit of optimization.
-Fixed some errors that made a tiny bit of slowdown during the The Arena stage's transition.

**Fixes**
-Fixed bug where the photo in the background of the Matt's Room stage would appear as a purple missing texture.

**Balancing**
*Nerfs*
-Captain Viridian's neutral special now has longer startup.

EDIT: Hotfix!
-Fixed bug where the version number would still be v1.55
-Fixed major bug where the new Training stage alt wouldn't show up, and the stage would be invisible.

-Felix

Indie Game Battle v1.55 released!

Hey everyone!

IGB v1.55 is out! It's not a huge update, but it may bring some very nice performance improvements, and otherwise fixes some fairly major bugs which has appeared recently. Here's the changelog:

**Additions**
-Added unique stock icons for Red Drop and Wizard.

**Changes & Improvements**
-Hitboxes reworked, and are now optimized a lot more than previously. Can't confirm how much it helps, but it should boost performance at least a bit, if not a lot.
-Improved lighting on the Dragon's Shrine stage.
-Some code optimization on the main menu.

**Fixes**
-Fixed bug where you couldn't hit Cushion in training mode.
-Fixed major bug where the Dragon's Shrine stage's terrain would be broken and appear as a missing texture/material.

-Felix

About the Online Mode! (and bugs)

Hey everyone!

I wanted to let everyone know that online mode for IGB has finally reached a testing stage! It's absolutely not ready yet, but it's being worked on and we have tested a couple of online matches with it so far.
No promises on when it'll be ready though; it may either take some days to iron out the bugs with it, or weeks. Hard to tell. But online finally coming to the game is news for sure!

Also, some of you may definitely have noticed some bugs lately. Like, more than usual.
As some might've guessed by now, this is partially because of online coming together, as a ton of code is getting reworked to make online possible. Yesterday we actually released a hotfix after the actual v1.54 to fix some major things that came with the update.

For now we'll try to fix more things as well, but please be patient with us on this for a little; we're defintiely trying to patch things up.

-Felix

Indie Game Battle v1.54 released!

Hey everyone!

IGB v1.54 is out! Adds yet another stage to the game, as well as some more fixes and balancing. Here's the changelog:

**Additions**
-Added Evergreen Woods to the stage select!
-Missileman now has 1 new alt color!

**Changes & Improvements**
-Cursors on the character select screen no longer have momentum when moved around. Now they move just like they do on the rest of the main menu.
-Improved the animation on the waterfalls on the Ruination Caverns stage.

**Fixes**
-Fixed bug where Ruination Caverns would be affected by quality levels.
-Fixed an error where you could see the bottom of the stage disappear on the Ruination Caverns stage.

**Balancing**
*Buffs*
-Aria's neutral air and forward tilt are now much quicker.

*Nerfs*
-Aria's neutral air and forward tilt now do quite a bit less damage, and they have much less KO power.

-Felix

Indie Game Battle v1.53 released!

Hey everyone!

IGB v1.53 is out! This is a pretty big update with an enormous changelog. Some good new additions, quite a bit of balancing, lots of VFX and animations improvements and changes, and more.
Here's the changelog:

**Additions**
-The Arena has been added to the stage select!
-Ruination Caverns has been added to the stage select!
-Added controller support to the pause menu! You no longer have to use the keyboard if you want to move the camera around and zoom in/out during pause.
-Added Bingo's first taunt!
-Woodle Tree has 9 new alt colors!
-Matt now has 1 new alt color!

**Changes & Improvements**
-Hitboxes now stretch. This means that if a hitbox moves very quickly from one position to another during a single frame, it will hit targets between these two positions. As previously, it would miss the target completely since it "skipped past" it and had no active frames where it overlapped the target.
-Aria now has a brand new up tilt!
-Some moves who push characters a lot forwards (such as Huey and Blue Blob's down tilts) will now gain less extra speed from rolling and wavedashing before using the move.
-Optimized the Jibbot Factory stage a little bit more.
-Tons of animation and VFX improvements. Listed below:
*Tweaked Matt's up/down taunt. He now falls over faster at the end to give it more impact. It also now has a little screenshake effect.
*Aria has a brand new running animation.
*Tweaked Chip's idle animation. He no longer appears to be slightly sliding during the animation.
*Chip's neutral taunt finally has a cookie on it. As he was intended to be eating a cookie during the taunt.
*Tweaked Chip's up air animation. His head now moves further back on startup, and more forwards during the attack. So it feels a bit more natural, as well as having a larger movement arc.
*Chip's forward air fireball now looks more solid as a sphere of fire. It also has a more dense and clear fire trail behind it.
*Huey's up special animation now spins him around another 360 degrees during the endlag.
*Huey's side special and forward tilt now come out later and fits better with the animation.
*Huey's down tilt is now a bit smoother.
*Gip's side special now comes out later and fits better with the animation.
*Gip's up smash animation is now quicker at the beginning, to give it a bit more weight.
*Rex's forward tilt now comes out a bit later and lasts shorter, to fit with the animation.
*Electroman now leans a bit more forwards during side special.
*Added some new VFX to Electroman's uptilt and up air.
*Artist's neutral special now comes out later to fit the animation.
*Artist's spray can now stays a bit longer to fit the animations on forward smash, up smash, and up tilt.
*Jarvis's down smash animation now has faster slashes, as well as SFX on both instead of just one. Hitboxes now also match the animation better, and are no longer active inbetween the two slashes.
*Sword trails and SFX on Jarvis's up special and aerial down special now match the move better.
*Jarvis now leans more when charging neutral special, and has more exaggarated movement when both charging and unleashing the move.
*Max & STEVE's back air now has a bit more power to it with some improved fire VFX.
*Max & STEVE's down tilt, up tilt, and forward tilt now all have a bit more impact to them, as well as a bit less stiff animations.
*Bingo now smiles less in his idle animation, his feet are more steadily planted on the ground, and he now blinks as well.
*Bingo now kicks his right foot out to the left during down air, and his body tilts more during the attack.
*Bingo now has a startup animation for his down special.
*When Bingo is out of PP, he no longer leaves a trail effect during up special and side special.
*NoLegs's basic special, down special, up special, side special, and super attack all have improved star VFX.
*Missileman's down tilt has been tweaked. He's now slightly more crouched, and stretches his leg out a bit more.
*Missileman now more noticably leans back quickly before attacking during up tilt.
*Poncho now stretches his arm out more and tilts his body a lot more during down tilt, giving the move some more weight.
*VFX on Poncho's side special is now properly mirrored.
*Woodle Tree now has additional VFX on his side special.
*Captain Viridian now stretches out his leg more during down tilt. He also doesn't stop as abruptly during the endlag on neutral special, and the checkpoint taunt is no longer mirrored when facing the other way.
*Adventure Pals' idle animation has been tweaked to be a bit more steady.
*Adventure Pals now has improved SFX on attacks.
*Tweaked Adventure Pals' down smash to lean more during the two slashes. Also now has a little pause between the slashes as well.
*Adventure Pals' forward tilt animation is now less stiff, as well as having an improved sword trail.
*Adventure Pals' up tilt animation, and forward air animation, and back air animations are now less stiff, and has more exaggarated movement to give them some more impact.
*Adventure Pals now has a hit expression when getting hurt.
*The Kid now winks with his right eye instead of his left eye during his side taunt now, to make it more noticeable.
*The Kid now stretches his leg further out during down tilt.
*The Kid now kicks slightly when using neutral air.

**Fixes**
-Fixed a very major bug where the Fantidote City stage would be invisible. Collisions and such were all there, but the stage itself would be completely invisible, making the stage more or less unplayable.
-Fixed animation bug where if you used Woodle Tree's side special quickly twice, he wouldn't play the animation the second time.

**Balancing**
*Buffs*
-Chip's fsmash now pushes him further forwards, which means more range.
-Chip's back air now has more knockback.
-Chip's up air now has a larger arc, covering more space around him.
-Huey's back air now has more knockback.
-Huey's down tilt now comes out a bit earlier and move him more forwards.
-Gip's forward tilt now has more base knockback to keep it from infinitely combo into itself.
-Rex's forward tilt now pushes him further forwards.
-Jarvis's down smash comes out a bit faster.
-Jarvis neutral special has a bit less endlag.
-Jarvis's down tilt is now a sweep attack instead of a small stab move.
-The stars on NoLegs's neutral special are now faster.
-Bingo's down special now does more damage and has higher knockback, to compensate for the longer startup animation.
-Missileman now does more damage and knockback during uptilt.

*Nerfs*
-Gip's side b now comes out a bit later. As before, it was instant, and didn't match the animation.
-Huey's up special now has more endlag.
-Huey's down tilt now has more endlag.
-Rex's forward tilt now comes out a bit later and lasts shorter.
-Artist's neutral special now comes out later.
-Artist now has a bit more endlag on forward smash, down smash, and up smash.
-Jarvis's down smash hitbox is not active throughout the whole move anymore. Now it deactivates between the two slashes during the move, unlike before where it was active even when he wasn't in any of the two slashes.
-Jarvis can no longer roll out of neutral special's endlag.
-The stars on NoLegs's neutral special now disappear quicker.
-Bingo's down special now comes out later due to the new startup animation.

-Felix

Indie Game Battle v1.52 released!

Hey everyone!

IGB v1.52 is out! Adds a new stage among other things. Here's the changelog:

**Additions**
-Jibbot Factory has been added to the stage select!
-Added an extra menu section. When you select "Battle" on the main menu, you will now be able to choose Local or Online before going to the character select. Online is of course still not available, however.

**Changes & Improvements**
-When using keyboard controls, you now hold the run button instead of tapping it once. Releasing the button will make you stop running.
-When running and turning around with keyboard controls, you will no longer stop running if you hold the run button.
-The Adventure Mode button is now greyed out on the main menu to indicate that the game mode is not available yet.
-HUD/GUI elements are no longer affected by quality settings.
-Volume for Missileman's jump SFX and shoot SFX have been increased.
-Walljumps in general have been buffed a bit both in horizontal distance and vertical height.

**Fixes**
-Fixed bug where Captain Viridian couldn't be chosen when selecting Random.

-Felix

Indie Game Battle v1.51 released!

Hey everyone!

IGB v1.51 is out! Not a huge update, but some very important tweaks nonetheless. You may find moves KO'ing at different percents all over the place compared to last update, for example!
Here's the changelog:

**Additions**
-Woodle Tree has gotten 3 new alt colors!

**Changes & Improvements**
-Lower quality settings will no longer blur sprites on the "Water Temple", "Turbo Pug", "Mepheron Keep" stages. The sprites on Captain Viridian's attacks will no longer be blurred either.
-Knockback in general is now higher when hit by very strong attacks. Hitstun when launched far has also been decreased, in order to prevent attacks from killing too early due to the increased knockback speed.
-DI when launched is now a bit weaker.
-Smash attacks now boost launching power a lot more. As before, it was almost only higher damage, and a fully charged smash attack wouldn't kill a lot earlier than a non-charged one. Unlike before, you'll now see a significant boost in KO power if you charge a smash attack.

**Fixes**
-Fixed bug where you would not resume running automatically if you ran, jumped, and landed again. Now you will not lose your running state if you enter the air.
-Fixed bug where if Captain Viridian's neutral special was cancelled at the right time, the particle effect on his hand wouldn't disappear.

**Balancing**
*Buffs*
-Captain Viridian's super attack now does a bit more damage, and has more knockback.
-Missileman's forward air and back air now has higher base knockback as well as more knockback growth. They also do more damage than before.
-Missileman's side special now has more range.
-Missileman's up special now pushes him higher up, and his jump height is increased a little bit.

*Nerfs*
-Captain Viridian's neutral special now has a tiny bit less knockback.
-When using Captain Viridian's neutral special in the air, you'll now lose some speed. This means that you won't float as far forwards when charging it up.

-Felix