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Changelog
Changelog
Hey everyone! We were recently made aware of some game breaking bugs that were present in our most recent update. We've spent a lot of time fixing them and we're happy to finally report that the changes are rolling out right now in version 1.1.2. Changelog
Hello Contestants!!
In this blog post, I'll outline the latest demo update (our biggest yet) and give you some background on where we've been and the dreaded release date plans...
Hey Contestants! We're happy to celebrate over 2,500 downloads since our demo release! (getting to 5,000 overall downloads!). This is a HUGE milestone for us and we're so grateful for your interest. We've got a pretty chunky changelog today! How exciting! Changelog: - Polished/remade multiplayer player animations - Improved Crane Puzzle clarity and direction - Added clarity to the Garden puzzle button presses - Added lights to the Revive Center - Improved difficulty options and their impact (e.g. more money when playing on Easy mode) - Improved general Rooftops Level collision, reducing exploit possibilities slightly - Added VFX to destroying drones (BANG!) - Fixed Crane Puzzle exploit - Fixed multiple disconnection issues - Fixed players getting stuck in the revival booth - Fixed exit area collision issues (preventing players from skipping the level) - Fixed players getting stuck in zombie spawn areas - Fixed cardboard boxes breaking pathing in some circumstances - Fixed cardboard boxes not breaking on Clients - Fixed Crane Puzzle collision - Fixed a bug where the zombie kill count would increase after beating the level - Minor performance improvements Last week, we mentioned we were working on improving performance in the later waves. Progress has been made and we're hoping to have more patches out as and when we're able to. We'll keep you updated on this. If you encounter a bug of any sort, please send over an email to contact@headtiltgames.com or join our Discord. Thanks again, and keep on slappin'!
Hey Contestants! Firstly, thank you so much for giving the game a try and sending in your lovely messages. It has been really uplifting to hear that so many of you have enjoyed yourself. Thanks to this exceptional support, we've been able to squash a few pesky bugs and put this patch out today. Changelog:
This post has been extracted directly via our website.
This post has been extracted directly via our website.
Watch Matt and Mattathon livestreaming with questions answered, shenanigans had and chaos ensued! This is a replay stream from October 5th You can check him out over on Twitch: https://www.twitch.tv/mattathon/
Hello contestants! It's been another busy month (and a half) of churning out pure slaptastic goodness! I wanted to talk you all through expectations you should have going into Steam Next Fest whether this is Your First Time Playing or if you're Coming from Insomnia 69.
Hello contestants!
It's been a while since we previously posted a devlog. Reason being, we've had an incredibly busy few months ironing out bugs, adding new features and adapting to a new workflow!
Firmer Art Direction
Throughout our prototype's development, we had used a screen-space shader to outline all objects. We didn't have much control over this behaviour and it wasn't adding anything to the game's art style.
Lighting was another big issue for us, and we knew something had to be done to solve the lacklustre art direction.
BEFORE:
AFTER:
Now that we had solved this glaring issue, we needed to revamp our hub area (AKA 'The Pit')
Revamped:
Our goal with this was to really hammer home on the lore of the game. The Pit is supposed to feel like a super-happy place with an underlying evil. To do this, we believed that making the players feel watched would communicate this to a degree.
Rooftop Drones
Whilst still in active development, we've been implementing a new addition that'll further enforce the gameshow feel. Drones will float around the levels and watch you intently..
Build Zones
A massive issue with our Insomnia 68 demo was that progression was dull. Whilst still not perfect, we've implemented 'Build Zones'. These zones require certain items in order to complete which results in any change us developers wish. For example, building a wooden bridge will allow players to walk over to another location. Or allow zombies to walk over to you!
Thanks for reading!
There's much more to come and we look forward to sharing more info on the game's development next month!
https://store.steampowered.com/app/1520590/SlapIt_Together/
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Hello everyone, Welcome to the FIRST devlog for the game. In these, I will be walking you through what changes we've made since the previous post (aiming to do one of these monthly).
Hello everyone,
I'm Matt, the Game Director of Head Tilt Games. We're a fully remote team based internationally, representing many cultures and personalities! (UK, US, Canada, China etc.)
I will be writing most of these posts going forward so if you have any questions about anything that has been written then please contact me at mbull@headtiltgames.com
Slap-It Together! is a silly, first-person slapper (yes, slapper) where you must fight off waves of enemies to escape a gameshow. Plants vs Zombies meets Left 4 Dead in this fun, physics sandbox. Play in singleplayer or with up to 4 friends in online co-op!
Get your brain churning (the zombies love it!) and figure out the various brain-teasers to progress through the various levels at your disposal.
These brain-dead buffoons will stop at nothing to entertain the audience, even if it means making a fool out of you. Stop them!
You have been kidnapped and forced to participate in this zany spectacle, but don't let that dampen your spirits!
The Slap-It Games are sure to make someone smile...
Will you play along with Dr. Rio Rascal's maniacal game and hope for the best, or will you put your foot down and give the audience a show they'll never forget?
The choice is yours, but choose wisely, or you might end up as the punchline of the next joke.
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