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Howdy Yall,
Pat here to drop yall another minor patch. In this small patch we have implemented some quality of life animations that should make the game feel a bit better to play. Here is a rundown of some things we changed:
The Sheriff now feels pain... When you get hit, the Sheriff will visibly reel in pain and a cartoon hit sound will play. We probably should've had this in earlier, but better late than never.
The Smacktus now feels pain... THANK GOD. A health indicator for the Smacktus was a popular request, so now everytime you drop a third of his healthbar, he will now briefly stagger and his sprite will acquire a new bandage. These bandages should be a good indicator for their health without explicitly displaying a boss bar. He's not supposed to be a boss, but without a clear indicator of health, some people thought he was basically a boss when they failed to kill him. With the new stagger and bandages, he should feel a lot more like an enemy.
The Smacktus in Diabolical Descent had his health decreased. I'm not sure why, but he had 50% more health than a regular Smacktus. I have absolutely no idea why. That caused yall a lot of turmoil and the funny thing is that it is 100% entirely my fault. My bad {:D His health is now just a little higher than an average Smacktus, but no where near as high as it use to be. I still want that Smacktus x Fumbleweed encounter to be challenging.
Many other small level changes and some under the hood tweaks.
Progress is slow with most of the team moving onto new horizons, but Pat is still here to finish off this game with a big ol' bow. Stay tuned for more updates, I would like to finish the final platforming level next.
-Pat
[img src="https://clan.cloudflare.steamstatic.com/images/45536179/2ad1a76da4af5e5b52fbe3d33cc1a6408849e7ab.png"][/img]
Pushed an small update: - Made Diabolical Descent a tiny bit easier. Fixed an out of bounds exploit. Also that Fumbleweed in the battle room should not bounce as fast as it use to. I promise it wasn't homing. - Updated Gattlebone's boss room to look more scenic with a sunset background. He is planned to get a whole custom background, but this is a temporary upgrade. - UI changes, most notably a new death screen and boss portraits. - And some other forgettable tiny level edits.
-Pushed a small update that makes the game MacOS compatible. Also made some small tweaks to enemies and levels. Thank you, Melon :)
Howdy y'all! Welcome to the early access release for Tiny Sheriff!
The Rotgut Games team have been hard at work over the last 10 months crafting our capstone game for the University of Utah. We all spent a lot of time in our last semester of college building this game to be the best it can be. With the semester over, we think it's about time to release the game. We wanted to release it earlier, but we realized there were a few big things that required some attention. That being said, the game is still a little rough around the edges and we are well aware of that. It's a push and pull between wanting people to play the game we spent almost a year on and wanting to release it when it's fully completed. As a compromise, we are releasing this game for early access! We are all still very proud of the game we have made, and we would love for you to have a taste of the fun!
As it is labeled early access, we do plan to update Tiny Sheriff periodically to add the remaining polish it needs and to add the content we originally planned. We do encourage you gamers to report any issues you find while playing to the discussion tab.
Have fun Pardners!
-Pat
Tiny Sheriff is a 2D movement platformer where you use weapons as a means of transportation. Master your movement capabilities to take on increasingly daring challenges.
Your guns are more than just weapons—they’re your way of getting around! The knock-back from each shot propels you through the air, letting you dash, double-jump, and wall-bounce your way through treacherous terrain. But be careful—taking down enemies can throw you backwards, sending you hurtling into danger!
These showdowns are fast, chaotic, and unforgiving. Dodge incoming attacks, keep your momentum, and find the right moment to strike. Stay sharp, stay quick—hesitate, and you’re done for.
Cacti aren’t just scenery—they’re out to mess with you. Get too close, and you’ll be eating spikes. Step wrong, and you’ll quickly find yourself in a thorny mess.
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