Jelly Brawl 1.7.0.9
- Added Playstation crossplay support
- Added 3 New Stages
- Added New Controller Prompts
- Added player reporting for improved moderation
- Fixed local controllers breaking UI
- Added difficulty labels to Race
- Added crossplay toggle in settings
- Many more minor fixes and additions
Jelly Brawl 1.7.0.7
- Added Charge Attack (Holding down button now charges your attack)
- Fix Online kill cams
- Fixed return to lobby in online game showing splash screen
- Removed Playfab Integration (Removed Jelly Brawl accounts, Cross Save, Cross Platform leaderboards - Steam Leaderboards still active)
- Fixed Button Prompts for more controllers and platforms
- Fixed Localization glitches in some languages missing characters
- Added platform icons to indicate platform of each player
- Many more minor fixes and additions
Love you. More to come... Thanks for playing, - Cole
Jelly Brawl 1.7.0.4
- Added Japanese and Korean translations to the game
- Added Linux and Mac support for the last few updates
Jelly Brawl 1.7.0.3
New cool camera shots for the winners!
- Added sick kill cams
- Fix flood boss round
- Fix cannon strength
- Fix punching glove strength
- Fix shakey sound effect
- Fix pressing anything during splashscreen breaks the input on press start
Love you.
Thanks for playing,
- Cole
Jelly Brawl 1.7.0.1
Jelly Brawl is now owned by my new company, Tiny Shiny Things.
More to come on what this means.
For now, enjoy some updates.
- New Networking Making Physics Full Server Auth, Perfect syncing
- Upgrade engine to 2022
- New Rendering Path Massive FPS Boost
- New toon shading
- HBAO removed for SSAO (improved performance)
- New Tiny Shiny Things LLC splash screen (not yet on Xbox but coming next Update)
- Fixed crash on game close or exit
I'm not done.
Love you.
Thanks for playing,
- Cole
Jelly Brawl 1.6.4.1 - Fixes issue for new players on the Press enter screen Love you. Thanks for playing, - Cole
Jelly Brawl 1.6.4 Jelly Brawl is OUT NOW on Xbox! - Make race course select more clear online - Remove the log stage in hit and run - Hit and Run cam not always tracking correct player - Fix spinning cars not appearing online - Fix If two people join at the same time, can be given the same player number. make the host assign - Fix pressing anything during splashscreen, softlocking game from non-mouse input Love you. Thanks for playing, - Cole
Jelly Brawl is OUT NOW on Xbox!
Changes: - Fix Returning to menu from race cause the UI is hidden - Fix joining room that has just played a game shows "game over" - Fix "No boss" mode in custom - Fix the title sprite animation after pressing start - Fix online names with spaces incorrectly displaying - Hit & Run, Make shops cheaper - Play sound effects only on forward ticks (water, saw, etc.) networking - Make effects only play on forward tick networking - Security look laggy in Hit & Run - Call physics wakeup on players every 1 second (Fix them avoiding conveyors and moving platforms if not moving since start) - Player disconnect fix - Fix Saw blade is broken in level editor when placed and saved - Fix bombs not pushing people - Fix Colliding with powerup at same time as another player - Fix some AI boss rounds failing to end - Fix game over text after every round on client (Should say round loss or win) - Other general fixes Love you. Thanks for playing, - Cole
Jelly Brawl is launching on Xbox, November 23rd!
Changes: - Fix News not scrollable on controller - Add support to player local multiplayer with keyboard on PC - Performance improvements - Fix incorrect win counts when online (related to things like sawblades and lasers) - Fix some physics object networking (railing) - Make it so you can't click any button when quick joining - General bug fixes Love you. Thanks for playing, - Cole
Jelly Brawl Launches on Xbox November 23rd
Today I'm launching what I call the day 0 update which contains the majority of changes featured in the upcoming Xbox release which has just gone gold (is fully ready for release) and will be available for pre-order starting November 9th. I'll be releasing another update just prior to release featuring the last few changes and any fixes that are needed after this update.
In this Update
Changes
- New stages and Classic stage updates and Full Game exclusive stages
- Fix skip prompt on PC
- Changes to Race stages
- Make slow-mo only happen on game over
- Fix pressing back from achievements page opens exit prompt
- Fix hitting login shows prompt cant select on the account page using controller
- Fix controller disconnect and connect
- Added return to menu prompt on restart screen
- Update opening cinematic (more lore)
- Lowered required speed to put out fire
- Fix press enter to start being frame dependent
- Fix Joining a lobby that already played a game
- Fix race and hit and run online multiplayer cam
- Brought back original shield material
- Added king loading screen icon
- Added more scenery objects to stages for more destruction and post apocalyptic
- Add loading text for custom stage loading
- Fix boss scene 5 collisions on the north west wall, invisible squish collision
- Fix round not ending in wipeout when timer ends
- Fix "press to change game type appears" after playing a custom match in player select
- Added "King Death Markers" that display when players die
- Fixed leaderboards display when there is an entry of 0
- Updated menu text to use TMP for improved resolution and multi language rendering support
- Fixed Hit Run Boss slow
- Fixed Hit Run Boss Cam follow in split screen
- Added hint text to the boss room in Hit & Run
- Made street levels more common in Hit & Run
- SFX adjustments and improvements
- Some Textures Remastered for increased resolution
- Increased rate at which levels are unlocked
- Reduce the coins achievements to 50 and 100 and updated race achievement description
- Fix paint boss round crashing online games
- Fix loading screen score listing incorrect when online
- Fix UI not always spawning correctly online in some boss rounds
- Fix online shop purchases for non-host players in hit & run
Jelly Brawl Launches on Xbox November 23rd
After many delays, I'm glad to be back and announce that Jelly Brawl is launching on Xbox, November 23rd. Just in time for you to pass the jelly around this thanksgiving. Today I'm launching the Xbox compatibility patch to allow for online cross play that also brings plenty of other helpful performance and networking improvements. I will be releasing another "day 1" patch to accompany the full release with more improvements and things to celebrate the Xbox release. [previewyoutube=0J8nytV5pXM;full][/previewyoutube]
In this Update
Changes
- MASSIVE lag improvement (Near seamless)
- Removed edgy challenge round
- Major performance improvement with physics engine
- Created lobbies are public by default
- Reduced player movement force by 15% (More control)
- Region select removed (No longer needed)
- Fix Splitscreen camera issues if one player is not playing
- Fix Keyboard as player 2 controls player 1 in Player Select
- Added Spanish translation
- Splitscreen Motion Blur Bug Fix
- Improved tonemapping (Post processing)
- Camera zoomed out
- Removed Screen distortion and reduced shake on player collision effects. (To completely remove shake can be disabled in settings)
- Fix If dynamic res turned off, resets scaling
Love you. Thanks for playing, - Cole
Jelly Brawl Patch 1.5.9.2 is out now and you can pick it up during the Steam Summer Sale!
And there's no better time to pick up Jelly Brawl, at only $1.99
(June 23rd to July 7th)
In this Update
Changes
- Reworked local input system to better handle controller adding and removing (You will now need to press a button on controllers to add them)
- Removed Edgy Challenge Round
- Fix if Internet connection changes, reconnects to Playfab and Photon on fly
- Fix The profile page not loading progress correctly
- Fix alert text not always appearing ("IE Construction Beginning)
- Fix Hardware automatic settings on startup
- Improved async loading of saves and stages
- Fix Scale retro Pixilation based on resolution
- Remove plants from docks levels in (Hit & Run)
- Fix the vents you have to balance on use box colliders so is easier (Hit & Run)
- Change gaps in spinning cars bigger by removing every other car (Hit & Run)
- Generic Fixes/Optimizations
In this Update
Changes
- Fix lower anti aliasing default
- Fix dynamic res and other toggles controller access
- Disabled HDR support (Until proper support can be provided)
- Fix Profile buttons controller accessible
- Fix numbers in on screen keyboard not being controller accessible from below
- Change enter not submit on keyboard
- Fix playing tutorial with multiple players breaks loading into game (just don't load into game immediately and go to menu)
- Add confetti particle to Level up and Challenge Complete
- Remove powerup and non-useful tutorials, shorten the boss round tutorials
- Fix boss round and level up UI overlap (choose the level up UI)
- Add V Sync toggle
- Make invert mouse, just invert in general
- Removed Quality Jelly Toggle (Automatically adjusted)
- Analytics tracking removed, and replaced with an aggregate solution. Consent warning moved to account creation and modified for clarity
- Fix for challenges not initializing for new players - Fix for Mac builders not loading Fusion for online (M1 macs not yet supported)
In this Update
The big cross platform update is coming... and starting right now you can make your own Jelly Brawl account in the profile page (FULL GAME ONLY) to save your info to the cloud which can be used on any device you play Jelly Brawl on regardless of platform so you can always be making progress or going for high scores. More features such as a password reset will be added to this page soon but for now you can get in and post your scores to the new Cross Platform leaderboards. Steam leaderboards will continue to exist and be updated but in game I am transitioning to just showing these cross platform leaderboards. Additionally with cross platform support, I have decided to officially discontinue the discord competitions. Because of this past discord competition prizes can be unlocked by completing challenges and your discord badge level will be replaced by the amount of challenges you've completed. Many other fixes are this update so check out the notes below.
Changes
- Added Cross Platform Accounts (Leaderboards, Cross Save, etc.)
- Change News to use Playfab (Full game)
- Fix raycast targets on the on screen keyboard
- Added new keys to on screen keyboard
- Added Billboard to Opening Cutscene
- Change "Discord badge level" to "Challenges Completed" in lobbys
- Added Dynamic Scaling support for resolution (Can be enabled in setting for big performance boost)
- Added If you complete 5 challenges Unlock Discord face
- Added If you complete 15 challenges Unlock Discord Stage
- Added If you complete 50 challenges Unlock Discord face
- Added edit display name to Profile page (Full game only)
- Fix for UI/Text rendering on Mac OS and Linux based platforms (includes Android)
- Updated terms of service
- Added toggle for cam damage effects
- Optimized save algorithm
- Fix raycast targets on lobby buttons and settings
- Fix HBAO not updating in menu (Low fps in menu)
- Fix for Platforms without Vulcan support trying to use Vulcan
- Fix King jelly rotate correctly
- Fix King Jelly Speed being frame dependent
- Fix hovering over buttons
In this Update
Changes
- Fix unreachable coins in Park (Hit & Run)
- Added destructibles to Races
- New Classic Level
- Fix some Hit & Run Objects spawning in correctly
- Added On Fire Warning
- Fire kills you slower
- New Particle and Post Processing Effects
- Networking Fixes
- Playfab Added (Cross Platform Leaderboards and Cross Platform Cloud save coming soon)
Jelly Brawl is on sale RIGHT NOW!
https://store.steampowered.com/app/1278350/Jelly_Brawl/
Make a mess for only $2.99 till May 2nd + (New update coming this Week)
Thanks for playing, Cole
In this Update
Changes
(I swear none of these are an April fools joke)
- New Hit & Run Stages
- Rendering Improvements (Vulkan Support)
- HBAO Performance
- Motion Blur
- Color Correction Adjustment
- New analytics platform (Unity Analytics - Gaming Services) + Removed "Game Analytics"
- Fix Cars despawn early (Hit & Run)
- Hit & Run Stages Updated with Scenery and Props
- Updated Water shader
- Fix slime colors wrong on first street (Hit and Run)
- Make it so first frame on startup is the jelly loading screen (Xbox and other slower devices)
- Fix Cannon tile broken if you place in editor and then change it, the canon remains.
- Fix was doing 4 boss waves instead of 3 in Hit and Run
- Add explosions to opening cutscene (Hit & Run)
- Fix losing xbox controller focus on menu Start (JB Classic)
- Add motion blur toggle in settings
- Swapped Discord button and Profile Button (to more easily hide the discord button on non-pc platforms)
- Disable the water tutorial in classic
- Disabled Demo Message every other match (Classic)
- Water added to Races
- Added Water to some Classic stages
In this Update
Changes
- Added more weight to player so movement more controlled
- Make all modes available from start
- New Stage Unlocks added
- Fixed fog rendering
- Changes made to existing stages
- Stage decoration and theming added
- Hit & Run no longer perma death in coop
- Falling in water damages jelly (HIt & Run)
- Change "Control" boss round to be based on timers for each player so we don't have the weird counting
- Fix being able to disable all boss rounds and have boss only enabled
- Fix triggers on Xbox One controllers player select face nav
- Fix shield flashing when collected
- Fix challenge progress tick sfx
- VR headset face added and replaces Astro face unlock
In this Update
Changes
- Added Cannon, Bomb, Saw powerups
- New Destructible and Power up Tiles in level editor
- Fix private toggle in match settings online
- Fix crowd avalanche visual and network issues
- Fix Playing anything then playing custom breaks level loading in that mode
- Pumpkin face (Originally launch week exclusive) now available in October
- Bonk Hammer more aggressive
- Fix image effect issue if two challenge rounds are played back to back
- Resetting position in Race, Custom Preview removes powerups
- Ramps added to quadrant race to jump lasers
- Added more safety rail to stages
- Fixed Button Activated Gates
- Added solo leaderboard (Full game only)
- Add the bomb powerup to explosive pile for Easter egg (Hit and Run)
- Movement balancing and clamping
- Classic AI Improvements
- New challenges
- Fix UI Navigation issue in race local multiplayer select
- Fix toggle coms
- Fix broken wall collisions on boss diamond stages
- Improved visibility on guide arrow in hit and run
- Update text on level up and end screen UI to TextMeshPro for improved resolution
- Fix swapping from solo to local multiplayer causes "Press enter to start to disappear"
- Lower causing chaos achievement to 2500 rounds
- Add prompt to local player select on how to add other players
- Fix direction arrow being visible after death
From the 28th of February - 7th of March, its time to make a mess with Remote Play. Steam friends can invite each other to play Jelly Brawl via streaming, with only the host required to own the game.
And you can pick up Jelly Brawl for the all time largest discount of $2.99 !
https://store.steampowered.com/app/1278350/Jelly_Brawl/ Slide into Jelly Brawl local multiplayer, then you can invite friends from your friends list to play with you in seconds! For more information on Remote Play Together, take a look at Steam's news post. And stay tuned for the new update coming later this week featuring 3 new powerups, new custom tiles, and new challenges! We'll be streaming gameplay from the update on February 28th at 12pm PST during the Sale so feel free to come check it out!
- Cole
In this Update
Changes
- Added opening cutscene to Hit & Run
- 2 New Destructible Tiles in level editor
- Fix tiles in custom maps losing collision
- Leaderboards added to profile page (full game only)
- Steam deck support for runtime loading and cloud save
- Big Performance and Memory improvements
- Improved shader loading on game start (less blue pop in)
- Added improved region select
- Camera vertical limit raised for large stages
- Launch is weaker but can be used for the round entirely
- Fix car rings not being properly synced in Hit & Run
- Stage tweaks and fixes for spinning platforms and walls
- New startup sequence (Darkmode)
- Updated AI gamertags
- Fix able to makes buttons to change host player color on join
- Fix returning to lobby spawns extra player models
- Profanity filter applied to in game leaderboards
- Ultrawide fixes for level editor transition and profile page
In this Update
Changes
- "Inverted" challenge round Removed
- "Inflated" challenge round Added
- Bonk Hammer making no sound on Clients Fixed
- Fixed players quitting early breaking matches
- Fixed first click going previous direction in Online
- Fixed UI Null pointers in menu
- Minor Fixes for null pointers in Camera follow and player collision
In this Update
Changes
- "Gooey" challenge round changed to "Edgy"
- Guard rails added to confusing holes
- Added coin and street leaderboards to Steam
- MANY Hit and Run Bug fixes and balancing changes
- Increased shadow strength to improve depth
- Removed region select
- Levels altered for 10% faster leveling
- Many More bug fixes... (full list in discord)
In this Update
Balancing Changes
- Race Maps Slightly Altered to Make Easier
- Water no longer takes coins or kills you in Hit & Run
- More Cops Spawn Following Rounds 5 and 10 in Hit & Run
Bug Fixes
- Joining by code or hosting room after attempting one before
- Sound Effects playing multiple times for non-host players online
- More
Happy Holidays Everyone!
We're celebrating by giving away some free Jelly Brawl keys! Feel free to join and react in "giveaways-contests" to enter Join The Discord Server: https://discord.gg/mXMgGSc The first key will be given away December 24th and a second giveaway will begin the same day and another key given out on December 31st. You can Wishlist/Buy the game on steam for 50% during the Steam Winter sale. Who knows maybe picking it up you'll have a bit more holiday luck steamhappy Thanks all! Happy Holidays Cole https://store.steampowered.com/app/1278350/Jelly_Brawl/
Jelly Brawl 1.5
I've Rewrote the Networking.. Basically the whole game
This isn't the first time I've changed the networking in the game as physics is a hard thing to pull off networking wise. I've realized band-aid solutions aren't working and needed a full swap from Photon Pun (2018) to Photon Fusion (2021) the game is now more stable, accurate, and lag is kept to a minimum. I'm still working on this implementation so currently there is no host migration but I hope to add this in a coming update that will additionally provide cross play with Xbox when it releases.
Bug Fixes and Stability
In the interest of minimizing resources and stability, I've removed some plugins being used that should improve stability and compatibility for most players especially those on Platforms other than Windows. The largest being Firebase, which will remove our Discord competitions but I believe the cost of keeping this plugin in the game was causing more issues than fun for Discord members. However we'd still love to see you and would love for you to join the Discord if you're interested as I'm planning to update our bot to inform you when players are looking for matches to help you find a match with the small player base. https://discord.gg/mXMgGSc
Graphical Tweaks
I've upgraded to the Unity 2021 pipeline and with it some rendering improvements. Primarily some graphical changes to Hit and Run with the water shader as well as the opening Cutscene. I apologize for the long waits, I will have more to share with you soon. Stay tuned! - Cole
That's right Jelly Brawl is coming Xbox early 2022!
I'm extremely excited to announce this release!
Not only will this bring new players it is helping me continue to provide a series of next gen updates I've wanted to provide.
This includes:
- Next Gen Networking (The entire game will migrate from Photon Pun to Photon Fusion improving performance and speed. Those lag issues will be solved.)
- Cross Play with Xbox and support for future platforms
- Improved graphics
- Additional content across all modes
- Bug fixes
You should see these begin rolling out in the coming weeks alongside the one year anniversary of the official release of Jelly Brawl where you will be able to pick up Jelly Brawl on sale as part of the Steam Halloween sale.
- Cole
Jelly Brawl V 1.4.4
Bug Fixes + Hit & Run
In the latest Jelly Brawl update, I've taken time to provide bug fixes for recent additions as well as improve the Hit & Run mode. These include: - Fixed Hit & Run slime - Fixed Hit & Run cars spawning incorrectly - Added destructible environments to Hit & Run - Adjusted camera movement in classic - Fixed Destructible in online - Changed Hit & Run balancing - Other Small Bug fixes
I'm currently working on new promotional material in the game and researching bringing the game to other platforms which I will hopefully share more on soon. Thanks for playing and sharing Jelly Brawl with friends - Cole
As of today, the Jelly Brawl: Classic expansion pass is no longer available to purchase on Steam All those who have purchased it have been given a free copy of the full game on Steam
This was done to reduce confusion on what to purchase as all content in the expansion pass and more is available in the full game. The expansion pass was originally offered to provide a cheaper entry point to play the game if you wanted to play just classic mode but unlock new faces. And at the time the pass came out, wanted to play Online. Online is now available for free so the expansion pass is creating confusion. However, to thank all those who supported the game early on, I wanted to provide a gift of the Full Game which steam should've provided you between yesterday and today. Your same save will be used in the full game as it was in Classic and if you want continue playing just Classic your unlocks from the expansion pass will still be available. The expansion pass can just no longer be purchased by new players. If you purchased the Jelly Brawl: Classic Expansion but have not yet received the full game in your library on Steam, please reach out to me in my DM's on Discord (you will need your steam receipt to prove you purchased the expansion pass and do not currently have Jelly Brawl in your library). Link to Join the Discord Server: https://discord.gg/mXMgGSc Thanks everyone and hope the new players enjoy the game And maybe if you're enjoying the full game, consider leaving a review, it really helps a lot. https://store.steampowered.com/app/1278350/Jelly_Brawl/ More updates are on the way soon as they have been for the past months. (Next update will focus on Hit and Run) Thanks everyone, - Cole
I'm back as promised to continue rolling out multiple new updates that aim to overhaul Jelly Brawl's visuals and content!
In this Update: Jelly Brawl 1.4.3
Destructible Environments + New Unlocks + New Achievements + New Challenge Rounds!
Let's crank the mess up to 10! There are new destructible environments in Jelly Brawl across new stages and old! And I've additionally added new levels and new achievements to unlock while you check out the new content!
New Unlocks
There is 5 new levels for a max of 40 levels to reach and 4 new achievements to unlock! In addition to this I've added a new Profile page to view upcoming level unlocks and a new section for you to get these patch notes in game!
New Challenge Rounds
2 New challenge rounds have been added to keep things interesting. Retro and Gooey where the visuals of the game become more challenging to follow. Retro even features a new version of the Classic theme that plays during each fight!
New Particles Effects + UI + Sounds
I also added a handful of new little particle and auditory effects and design improvements have been implemented in addition to bug fixes! Including a new classic theme rendition by Willa for the new Retro challenge round! As I said, more is yet to come so stay tuned. I'll have more to share with you soon. Stay tuned! I've been busy but Jelly Brawl is back baby! - Cole
Quick bug fix patch - Fixed issue with local player select showing online player select - Fixed graphical issues in opening cinematic - Updated challenges UI
I'm back as promised to continue rolling out multiple new updates that aim to overhaul Jelly Brawl's visuals and content!
In this Update
I've Overhauled the Networking!
Many have commented on the networking being subpar and I've been aware of this. Over the past couple months I actually have had the chance to work on a lot of networking based projects and have been able to take what I've learned and apply it to Jelly Brawl's networking. With this update you should see reduced lag online and proper authoritative servers with rollback like a true fighting game.
I've Also Continued the Total UI Overhaul
With a more clean design to the online lobby showing only your player select and other players to the right of you
Bug Fixes
Plenty of fixes as well as performance improvements have been implemented such as controller inversion working online and the resolution select not containing duplicates! As I said, more is yet to come including
- More UI redesigns
- More unlocks
- And possibly a new platform to play Jelly Brawl on!
Its that wonderful time of year from June 24th-July 8th, its time to make a mess during the Steam Summer Sale. To celebrate I'm rolling out the first of multiple updates that aim to overhaul Jelly Brawl's visuals and content!
And there's no better time to pick up Jelly Brawl, with it at a discount of only $7.49
In this update,
I've Overhauled the Visuals of Classic Mode!
I've started by improving the slime system and its performance! Going through and hand painting all classic stages to ensure the slime coverage is more consistent. Additionally rewriting the Jelly shaders to look even slimier and improve their jiggle! Additionally adding some background elements to add to the void!
I've Also Started a Total UI Overhaul
With a more clean design to the main menu and the beginning of an overhaul on the player select screens, starting with the Solo screen to more simplify what is on screen.
Bug Fixes
Plenty of fixes have been implemented regarding custom stages you've been making that look amazing! As well as controller connection issues! As I said, more is yet to come including
- More UI redesigns
- Networking improvements
- More unlocks
- And possibly a new platform to play Jelly Brawl on!
From the 25th-29th of March, its time to make a mess with Remote Play. Steam friends can invite each other to play Jelly Brawl via streaming, with only the host required to own the game.
And you can pick up Jelly Brawl for a new all time largest discount of $7.49 !
Slide into Jelly Brawl local multiplayer, then you can invite friends from your friends list to play with you in seconds! For more information on Remote Play Together, take a look at Steam's latest news post. - Cole
- Level Cap Increase! 5 New levels and 5 New unlocks!
- New unlockable "Wipeout" Boss Round!
- 2 New Achievements
- Fix paint boss round, AI enemy not painting blobs
- Fix online stage colors not always loading the full color scheme
Jelly Brawl V 1.3.1 / 1.3.3 - Added custom stages only toggle to Custom mode! - Add Cannon and Gate tiles to Level Editor - Laser instantly kills you instead of catching you on Fire - Fire can be put out by quickly rolling around - Fix color changing in tutorial - Fix split screen in Classic mode bug - Fix color variations in Split screen - Fix camera following everyone on other players screen in split screen - Fix disable upload if the map is not created by the active steam user (prevent reuploads on steam workshop) - Fix Jelly paint not working in local multiplayer - Fix Gauntlet color variations issues - Increase camera height restrictions in classic and custom (resolves issues in custom stages sometimes being too large for camera) - Fix color variations on saw level editor tiles - Fix pressing online breaks UI in Classic when entering local lobby
To celebrate the holidays Ill be giving away a free copy of Jelly Brawl so be sure to join Cole's Corner (My Discord Server Used to Support my Games) and react to the latest post in the #announcemnets channel with the Santa emote. I will be choosing a random winner the 22nd of December!
[url=https://discord.com/invite/mXMgGSc]
For all those hoping to pick the game up as well, Jelly Brawl will be seeing a discount at $9.99 USD (or your local equivalent) for the Steam winter sale! So be sure to snag it while you can at that price!
Jelly Brawl: Classic Online will be seeing a discount at $3.99 USD (or your local equivalent) for the Steam winter sale as well!
If you want to be pinged about future giveaways,updates,contests in the future, go check out the new #roles channel.
A new discord competition as well as a stage mapping contest will begin in the coming days so make sure to grab the pings you're interested in!
Hoping to have an even bigger year next year with more updates (and perhaps more on the go versions of the game being released very soon) and Ill be updating the #roadmap as we make our way there.
Wishing you all happy holidays and thanks for a great year!
- Cole
Hey Everyone!
Jelly Brawl now Has Steam Workshop support!
It is now officially in the game making it easier to share stages. I've made a dedicated video explaining the process of making a stage and uploading it to the workshop as well as how to download others' creations https://youtu.be/c8ll01b7yP0 There is additionally 5 new tiles and improvements to the editor with more to come in a couple weeks. I hope to have another content update prior to the winter sale with another BIG announcement (hopefully). If there is interest I'd be interested in holding a competition as well as adding the most popular creations directly to the game. Let me know what you think in the comments
Additionally there is now Color variations
Stages in classic and race now have 4 random color variations that can appear while playing to spice up the game! More color variation has been greatly requested and I hope to add a way to set the color in the settings in a coming update so it is not just random.
Lastly for the month of December there is a Holiday Event
Players who log in during December will unlock the Santa and Reindeer faces! (Santa face exclusive to Full Game and Online expansion holders) Playing with either of these will create a wintery surprise For full patch notes check out below Thanks everyone - Cole Jelly Brawl V 1.3.0 - Holiday Event (Reindeer/Santa Hat and Snowy stages available during December) - Steam Workshop Support (Upload your custom stages)! - Fix max level 20 bug - Fix Powerups not delete in level editor - Fix Conveyor Height in level editor - Fix Fog in custom stages - Improved Online lag compensation (Other players snap less) - Fix Level Editor being locked on load of game (in Steam build) - 5 New Tiles in level editor - Added random color variations to Classic and Race mode!
Jelly Brawl V 1.2.1 / 1.2.2 - Death reset in Race solo removes bodies and resets time for perfecting runs - Fixed Early Access to Level Editor bug in full game - Fixed Flag being cheatable on Quadrant - Added server region player count to match select screen - Speed up Classic and Hit & Run Level transitions (less time on progress bar if game in progress) - Other small bug fixes
Jelly Brawl V 1.2.0
- Jelly Brawl: Classic - Online expansion support
- Local True Splitscreen support in Race and Hit & Run (Separate screens for each player)
- Fixed Hit & Run restart in multiplayer (Local and Online)
- Fixed Online Alert Status translations
- Other small bug fixes
Today I will be releasing a DLC expansion to Jelly Brawl: Classic (The free demo) that for $4.99 gives Classic players the ability to play Classic mode online. This will let players brawl with other Classic players as well as supports crossplay with Full Game players (as long as the lobby is playing classic mode)*
In addition this DLC expansion removes the level cap from Jelly Brawl: Classic allowing you to level up to the level cap of 30 unlocking new colors, faces, stages, and boss rounds!
* This expansion however DOES NOT add achievements or give you access to the Race, Hit & Run, Or Custom Mode and Custom Stages + Level Editor found in the full game (Online or Locally). These features will and always will be exclusive to the full game.
It should also be noted, if you choose to purchase the expansion and then later upgrade to the full game, the price of the expansion WILL NOT be deducted from the game's price.
And if you already own the full game, this will not grant you anything you dont already own.
I hope with this addition, the game is more accessible and provides more opportunity for those to experience it.
Jelly Brawl V 1.1.7 - Fixed challenges appearing that are not completable given level - Fixed sudden death no enemies bug - Fixed inverted controls not resetting after challenge round - Added region select to online match select - Fix wrong boss round being shown/played based on map loaded - Fix level editor music playing on leave level editor - hit run shop icons more descriptive - hit run construction cost 10 not 5 - Fix level editor tile name text - Fix shops facing wrong way Hit Run - Added functionality to use on screen prompts to swap fab in level editor - Rebuilt MacOS fixing missing translation issue that broke UI - CPU Not immediately winning in classic Versus bug fix - Fix Lorge pacifist Steam unlock - Online boss round failures (Some scenes have been patched to prevent this please report any new ones) - Custom Match Menu Translations Missing fix
The Jelly Brawl Soundtrack composed by Willa Morgan is available Now!
The Jelly Brawl soundtrack features all seven tracks found in the game, composed by Willa Morgan. From the Main Theme to the hidden Boss Theme, each track gives you something to bop your head and vibe to. All songs come in both MP3 and WAV formats.
And If you still haven't go pick up Jelly Brawl NOW!! https://store.steampowered.com/app/1278350/Jelly_Brawl/
Jelly Brawl is available now on Steam!
Get the game now for only $12.75 at 15% off as well as unlock the exclusive pumpkin face!
(this offer ends November 2nd) Its finally time to make a mess with the full release of Jelly Brawl launching on Steam October 27th! The indie game blew up on Steam, surpassing 100,000 downloads on the demo, Jelly Brawl: Classic! But now its time to let players get the full experience! In the full release, players will be able to dive into multiple modes including the Classic mode featured in the demo, as well as the brand new Race, Hit & Run, and Custom game modes. Each mode provides a brand new experience, from flopping your way through obstacle courses in Race, to evading the police as you collect coins in Hit & Run, to remixing the Classic game mode experience and utilizing the new custom stage editor in Custom. Additionally, all modes now feature online capabilities, allowing you to party up with your friends. Not just locally, but with up to 4 players online! With tons of face, stages, and minigames to unlock, Jelly Brawl will have you duking it out for hours. Jelly Brawl is now available on the Steam for $15 USD and will be available for 15% off at $12.75 during launch week (Sale ends November 2, 2020) Pick up the game now to save, as well as to unlock an exclusive in-game pumpkin face for your jelly! https://store.steampowered.com/app/1278350/Jelly_Brawl/
Get Ready to Make a Mess October 27th
when Jelly Brawl will be released on Steam!
Make sure to pick up the game during launch week in order to unlock the exclusive pumpkin face! (Along with a 15% discount)
Additionally I want to celebrate by giving away some free keys!
I'm going to be giving away a key over on our discord server and one on my Twitter on launch day (October 27th) Join The Discord Server: https://discord.gg/mXMgGSc All you have to do is react to the latest post in the announcements channel with the Jack O Lantern emoji! (instructions in the post) And for the other entry, go retweet this tweet of mine https://twitter.com/ColeChittim/status/1318217413662404608 I'll be giving out a key to a lucky person on each platform (October 27th)! And Wishlist the game on steam for good luck steamhappy Thanks all! Can't wait for you all to play! https://store.steampowered.com/app/1278350/Jelly_Brawl/
Jelly Brawl Will be releasing October 27th for $14.99
To celebrate, if you grab it launch week you'll receive a 15% discount at $12.75 !!! Wishlist now and save the date to remind yourself so you don't miss out on the deal! About Jelly Brawl: Jelly Brawl is a physics based multiplayer party game where you gotta jiggle, flop, and pop your way to the top! Fight alone or against friends with unique jelly based combat across tons of stages, mini games, and modes as you struggle to be the last jelly standing! Key Features
- Wild Physics Based Mayhem!
- Up to 4 Player Local and Online Versus Play!
- 50+ Designed Arenas and Stages!
- 4 Game Modes and a Whole Slew of Mini Games!
- In Game Level Editor and Custom Stages!
- Endless Challenges and Tons of Unlockables
About Jelly Brawl: Jelly Brawl is a physics based multiplayer party game where you gotta jiggle, flop, and pop your way to the top! Fight alone or against friends with unique jelly based combat across tons of stages, mini games, and modes as you struggle to be the last jelly standing! Key Features
- Wild Physics Based Mayhem!
- Up to 4 Player Local and Online Versus Play!
- 50+ Designed Arenas and Stages!
- 4 Game Modes and a Whole Slew of Mini Games!
- In Game Level Editor and Custom Stages!
- Endless Challenges and Tons of Unlockables
Watch Jelly Brawl Live! Join the community during the Steam Game Festival at 1pm PST (4pm EST) on October 7 for an hour-long stream as I play Jelly Brawl and answer questions live from chat! See you then! About Jelly Brawl: Jelly Brawl is a physics based multiplayer party game where you gotta jiggle, flop, and pop your way to the top! Fight alone or against friends with unique jelly based combat across tons of stages, mini games, and modes as you struggle to be the last jelly standing! Key Features
- Wild Physics Based Mayhem!
- Up to 4 Player Local and Online Versus Play!
- 50+ Designed Arenas and Stages!
- 4 Game Modes and a Whole Slew of Mini Games!
- In Game Level Editor and Custom Stages!
- Endless Challenges and Tons of Unlockables
The thirteenth episode of Jelly Brawl's devlog is out now! Feel free to either read the written version below or catch the five minute video version on my youtube channel right here!
[previewyoutube=63dPC9Zac8A;rightthumb][/previewyoutube] Now you may be saying, but the full Jelly Brawl hasn't been released yet?? After last devlog I began researching many reddit post mortems of indie games and I came to one consistent realization. The most effective marketing strategy currently is showing a playable demo to your customer base. Okay well Ive done that, Ive had a demo out for months. But its not reaching as many people as I want. So how do I do that better? Well the most effective means of doing this currently is releasing a free game on steam. So I said deal me in Gabriel Im ponying up and dropping a game baby. So I prepared a big overhaul to the demo and came up with the clever name of Jelly Brawl: Classic. This is because its Jelly Brawl but you can only play the classic game mode. This took about a month to prepare because going through steam review takes time and they ask for changes and blah blah. Lets fast forward past this part cause I dont really have anything interesting to say about this that hasnt been said before. So I hit the release button and what happened? Decent numbers, I saw a nice initial peak of about 2000-5000 views each day, 100 wishlist additions to my full game and got around 2000 downloads on the demo across 3 days. Alright, a little better than when I released my demo but not crazy better. But something happened after that third day. I received ten reviews in those three days with about 80% being positive and it was after this that I got on the new and trending page on free to play hub which was a massive boost giving me more views than my whole launch day within two and half hours. By the end of this first week, I had over 3.5 mill impressions, almost 90k page visits, 22,000 demo units moved and 260 wishlist additions on my full game. Now were cooking baby After I received 50 reviews (that were still above 80% positive) within a week and a half I appeared on the new and popular list on Steam! I peaked and Im still there now..
Thus concludes Cole's chat about game dev numbers that are fun for some but extremely boring to the rest so lets get back to talking about making my game shall we. Now I have not just been sitting around twiddling my thumbs this time watching the numbers go up. Okay. Ive been doing it alot but its not all Im doing. I spent a good chunk of that month throwing more content into the game. I spent a week working on the race mode. For those unaware this is a mode where you complete time trial style through an obstacle course. I completed 3 new race maps give or take as well as improved the race experience a lot such as making a fast reset system after you die.
I also worked quite a bit on Hit & Run. The mode that is semi procedurally generated, survival esque, destruct-athon experience inspired by crossy roads and frogger. (This mode is still a little nebulous and I need to nail it down to something more) Anyways I added new props, destructible environments, logs, water, new cars. And I decided that it would be more fun if you didnt just die but instead I utilize the new smash like health system from last devlog and every time youre hit youre more likely to go flying and if youre thrown out of bounds then you are out of the game. This keeps the game fun and light.
I also added new stages and hazards like fire and lasers. I even added a new type of rounds called challenge rounds that can occur at any time and put a twist on the rules such as inverted controls or sudden death where everyone is low on health. I also created the level editor which is super cool and super fast and oh Im so proud of it! Its a tile based system where you can plop down pieces from various categories and each category has sets of alternate tiles you can sift through to craft the perfect stage, you can adjust height and rotation and quickly test your stages as you make them with this sleek UI transition. LOOK AT THAT. THAT IS HOT.
And youll be able to share to steam workshops and download others to play in custom matches Im still working on that part though Kind of like Im still working on the multiplayer oops. Thats for next week though. But the game is really coming together. There is now a fair amount of content with new challenges, improved controller support and bug fixes courtesy of the steam review teams complaints. But Im back. Im feeling encouraged that maybe now theres a chance this will all work out. So next time, we will sort out the mess that is my online multiplayer and we get it working as that is what youre all here for. Its heating up now baby! Can you handle the heat? You cant handle this jelly! Ill see you all next time. Love you bye. Join The Discord!: https://discord.gg/mXMgGSc https://store.steampowered.com/app/1278350/Jelly_Brawl/ Let me know about the new changes and what else you would like to see steamhappy Thanks for taking the time to read/watch! - Cole
Jelly Brawl: Classic is OUT NOW!
Jelly Brawl: Classic is a FREE version of the physics based party game where you gotta flop, and pop your way to the top! Fight alone or against friends and experience the mayhem of the Classic mode as you struggle to be the last jelly standing!
https://store.steampowered.com/app/1386040
This big overhaul brings many changes to the demo experience as well as its own store page!
Get In There and Make a Mess!
And if you leave a review, it would be greatly appreciated!
Full Changelog:
- Fix Enemy Fire Death not registering
- Opening cutscene improvements (Credits, props)
- Flood invisible wall pushed back
- Laser Hazard added!
- New Menu Laser Scene
- New Laser stage
- Fix dead enemy collisions
- Removed particles on inverted mouse
- Fix clicking outside buttons losses focus and loses controller select
- Revamp settings menu to improve controller support (buttons to navigate sliders and dropdowns)
- Moving platforms physics improvements (Position/velocity calculation improvements)
- Added Player on Fire sound
- Improve Player Death particles
- Added Laser sound
- Added Modified Level Editor Theme Playing during scene transitions
- Change: If time runs out in solo and you are still alive it counts as win (not game over)
- New challenges added!
- Added boss round incoming and challenge round incoming noises
- Opening Steam Overlay pauses game
- Improved ingame UI, text effects, and transitions
- End screen shows experience before and after multiplier with animation
- UI Particle effects! Added to level up and challenge complete
- Fix Enemy percents not destroying after death
- Challenge Rounds! 1/10 chance of a challenge round occurring
- Inverted Challenge Round (The only challenge round available in Jelly Brawl: Classic)
- Normal round earns 50 exp, Challenge round earns 75 exp, Boss round earns 100 exp
- Camera improvements in Classic (Clamps increased to allow more visibility)
- Analytics overhaul! Discord can now receive realtime updates
- 2 New Stages!
- Powerup spawn rate reduced
- Reduced fog
- New Fire Hazard!
- New Menu Scene
- Improved controller handling! (Pause on disconnect and re-connection handling improvement)
Stand With The Black Lives Matter Movement: https://blmsites.carrd.co/ Thank you all, stay strong, love each other.
The twelfth episode of Jelly Brawl's devlog is out now! Feel free to either read the written version below or catch the five minute video version on my youtube channel right here!
[previewyoutube=KApkTJxemNY;rightthumb][/previewyoutube] Ive hit a pretty discouraging roadblock in the project being that I am burnt out and to be frank possibly losing my mind a little bit as I feel society crashing down around me. Im being a little dramatic but Im bummed out to say the least. Ive been taking a more critical look at Jelly Brawl these past few weeks and Ive decided I need to stop and step back and make some very tough calls. The main feedback Ive gotten regarding the game is that it lacks mechanical depth so Ive been working on revamping a lot of key systems so lets talk about whats new. Now, similar to smash you have a new percentage that raises the more you move around and are hit about. The higher this rises, the lighter your mass gets and more likely you are to be knocked off or accidentally fall. This keeps matches from dragging on. This is now always being calculated behind the scenes but visually is disabled by default however you can enable the percent display to be on in the settings for all you mlg pros.
Additionally I am adding power ups into the game to add slight strategy and planning. Neither of these require any new button presses keeping the simplicity I want to maintain being a casual party game. The first of these powerups is a shield. This allows you to take one hit from any instant kill obstacle such as a saw blade or a car in Hit&Run.
The second power up is the super launch that raises your jellys launch force and mass drastically for the next hit you take. This requires more planning as if you're not careful youll launch yourself right off the arena.
Both of these have a chance to spawn on most arenas adding more variability and surprise to stages. And the effects of these powerups carry over between stages if you choose to not use them making them more strategic. Im not sure if these will be the only power ups available in the full game at this time. But currently they are all that are planned. Finally regarding classic mode, Ive been told a lot that the AI can be dumb. So I have done a lot in this patch to improve it while also avoiding making it too unfair. I dont wanna dwell too much on making an AI for a game that is primarily a multiplayer focused game but I still want the single player experience to be enjoyable so there we go. The speed at which they decide when to tap has been adjusted. As well as their ground detection and evasion of drops has been improved to be more safe putting them further from ledges more often than not. Now lets talk some bad news regarding the rest of the game. Ive been working on bringing the other modes to life for a long while now. However, Ive struggled to bring them all equally to the same standard as the classic mode. Specifically Wipe Out. Ive gone back to the drawing board at least two times now and Ive decided it just doesnt deserve to be classified as its own mode. It was too similar to other things already in place across other modes so Ive decided to cut it as an official mode. However, Im not going to cut the content made for it already. Im planning to rehash all of its various elements across other things such as a totally new boss round type and a new hazard type to watch out for. But all in all this does mean slightly less content in the grand scope of things. I made this call because after receiving this feedback I decided Id rather focus on making sure the game is the best it can be and most fun and lack some scale in content. And at the scale I was planning I was not going to be able to verify the quality of all that or maintain the standard I wished. If you disagree with me, whoops. Currently my plan is if the game sees success Ill continue to patch in new content. Possibly going back in and adding a fourth mode. However, overall, my plan is just keep chugging and knock out a quality game as soon as I can but taking the time I need. Im holding off saying any more dates cause I know now if I do Im gonna end up pushing it. So its coming this year, thats all Ill say. Join The Discord!: https://discord.gg/mXMgGSc https://store.steampowered.com/app/1278350/Jelly_Brawl/ Let me know about the new changes and what else you would like to see steamhappy Thanks for taking the time to read/watch! - Cole
Jelly Brawl combines the classic magic and madness of the fast paced couch multiplayer games with fresh and slimey physics based gameplay!
- Play with up to 4 players locally and online in versus!
- Fight across 50+ arenas and stages!
- Compete in 5 game modes and in many mini games!
- Endless fun with custom stages on Steam workshop!
Hey friends. Before the start of today's devlog I just wanted to say, Black Lives Matter. Given that I am lucky to have even some semblance of a voice, I want to use that as a way to help echo the voices that should be heard. Im gonna leave a links here that contain ways of supporting the black lives matter movement, the victims, and protestors with or without money so I encourage you to check it out. Thank you all, stay strong, love each other. Stand With The Black Lives Matter Movement: https://blmsites.carrd.co/ No Money? Donate by streaming this video: https://www.youtube.com/watch?v=bCgLa25fDHM
The eleventh episode of Jelly Brawl's devlog is out now! Feel free to either read the written version below or catch the five minute video version on my youtube channel right here!
[previewyoutube=eHZIa9Zr8yc;rightthumb][/previewyoutube] Online Multiplayer is coming to Jelly Brawl! So why am I doing this? Good question. Ive received one question about Jelly Brawl more than any other, will there be online multiplayer. And I want this game to do well so I guess I gotta give the people what they want. So how do I do this? Well I have to start by choosing a networking framework cause lord knows Im not making that myself. I went with photon and more specifically their PUN package for a few reasons. Number 1 Photon has been around for a while and proven they can keep up with demand I can rely on them to provide good support and they're system is easily scale-able. Number 2 the API is pretty high level which is nice cause I need this done fast. Also I am baby when it comes to dealing with actual networking code So whats the implementation plan? I dont want to rewrite all of my game systems and input systems that Ive developed just for this. Essentially I want to layer all my networking code on top of what I currently have. I will develop a similar system to my input management that I created a while back except it will be shared across the connection. I have a NetworkInputManager that is made when a host creates a lobby and is instantiated for any client who joins as well as updated. This keeps track of how many players are currently in the lobby and basic information about them. To accompany this, each player gets a network input object that is shared across all clients as well and has values for each button. So when you press a button locally your network input object, it signals the networked object as well so that it can be reflected in other clients games. This way I dont have to change a single line of input code as my network inputs do the interfacing for me as if they were controllers. I manage this by only allowing you to write to your own network input object while anyone who is not the owner has to be reading the stream to check for writes. This works surprisingly well and keeps overall data needed to transfer down.
However, while this should cover everything in theory treating everyone as if theyre local and simulate all as normal, turns out simulations arent consistent. So players will actually diverge in their actual locations quite quickly. To counterbalance this I have every client send their local players location, velocity, and rotation to all other clients to update accordingly. But this creates a new issue. What do I do when you interact with another player? If youre the only one in charge of your location, how can another player knock you about? Because there will always be a slight delay between them sending the fact that they are moving to you they will run into you on their screen before you can register and send it back causing you to be unaffected for a few frames on their end and ultimately making the game frustrating. Right now my workaround is to instead transfer ownership of a players physics to whoever they collide with so the one who started the collision gets the immediate feedback and ownership to the original client is restored upon input. And this works but its far from perfect. The long term solution I am looking into would be that no one truly has control of their physics and instead they are all simulated only on the host/server and the data is returned to everyone for them to respond. This would create slight input delay theoretically but reduce the spikes of possible lag upon interaction. However, because this solution was discovered by me later in the week it would involve me rewriting a bit of my network code which I dont currently have time to do so I am going to return to it to finish the job in a few weeks. However, for now. I have a mostly functional multiplayer in Jelly Brawl! Ive got the back end sorted for quick matchmaking as well as private lobbies so you can host one with just your friends. So for now the game is pretty much playable in a multiplayer game other than some synchronization issues.
In the meantime though, I am preparing a new patch for the currently Public demo! I mentioned in the last devlog I would be releasing thee demo and it is currently out and about for you all right now! The patch will feature some new content such as a new conveyor obstacle. fixes and improvements. As well as some changes to accompany the Steam Games Festival which Jelly Brawl will be participating in! I will be hosting a live dev chat the opening day of the festival June 16th at 1pm pacific standard time. The chat will be in the Jelly Brawl discord which you should totally join if you havent already or you can post in the Steam forums, @ me on twitter. Ill be around!
Next devlog Im hoping to go over the numbers from the Steam festival as well as the demo so make sure to stick around for that by subscribing and maybe turning on notifications. Do people do that? Ive actually never done that if I'm being honest but I respect it. Anyways Ill see you all next time when i tell all. Join The Discord!: https://discord.gg/mXMgGSc https://store.steampowered.com/app/1278350/Jelly_Brawl/ Let me know about the new changes and what else you would like to see steamhappy Thanks for taking the time to read/watch! - Cole
Update: This is an update to the previously scheduled live chat as the Steam Games Festival has been moved to the following week.
I'm excited to announce that Jelly Brawl will be participating in the Steam Games Festival this Summer!
I'm honored to be able to participate in being highlighted among many other great games coming soon!
As part of the excitement I will be hosting a live developer chat for an hour at June 16th 1PM (PST) (and maybe a little more if you'd like to stick around after party style). This chat will be hosted on the Jelly Brawl discord which you can join here.
There will be a special channel labeled "steam_festival_chat" that will be only available for the hour (June 16th 1PM (PST)).
Come ask questions, meet other players, request features, yell at me, laugh at me, all are welcome as long as your respectful of others and here to have fun!
I will also be able to answer questions posted to the Steam Discussion Forums as well as my Twitter @ColeChittim
See you all then
-Cole
I'm excited to announce that Jelly Brawl will be participating in the Steam Games Festival this Summer!
I'm honored to be able to participate in being highlighted among many other great games coming soon!
As part of the excitement I will be hosting a live developer chat for an hour at June 9th 1PM (PST) (and maybe a little more if you'd like to stick around after party style). This chat will be hosted on the Jelly Brawl discord which you can join here.
There will be a special channel labeled "steam_festival_chat" that will be only available for the hour (June 9th 1PM (PST)).
Come ask questions, meet other players, request features, yell at me, laugh at me, all are welcome as long as your respectful of others and here to have fun!
See you all then
-Cole
The tenth episode of Jelly Brawl's devlog is out now! Feel free to either read the written version below or catch the five minute video version on my youtube channel right here!
[previewyoutube=e8vSL68MWWw;rightthumb][/previewyoutube] Welcome back to the Jelly Brawl devlog. We are in double digits baby, episode 10! Day 84. Remember when I said this was gonna be done in April and then you realized I'm a big fat liar. Well Im here to say Ive changed my ways cause Im finally coming through with one of my promises so stick around till the end. But lets first undergo the part where I blast you with new things and such. Let me first address the beautiful elephants in the room as I gave the game another face lift and added two new visual effects to the game. The first being a slime system that leaves a slime trail along the ground where you move. This not only adds quiet a bit of fun in the lobby but also gives the game that mmmmm yum let me stick my fingers in it factor. Additionally this slime system is gonna play into how the final game mode will work. But that's for another devlog.
The second thing I added is some HBAO, Horizon based ambient occlusion. It adds great depth to scenes by making further away objects darker and makes everything pop out as well as can a little bit of a bounce lighting effect and just yum you know.
Remember how I love taking thi- being inspired by Animal Crossing? Well I did it again and added a new challenge system totally not inspired by Nook Miles! At the beginning and end of each match you are shown the current three challenges you are assigned and are awarded little exp boosts for completing them and after completing one, another takes its place.
All the challenges were designed to be completed in under 5 minutes or at least feel like they could be done quickly to give you that, mmmmmm maybe just one more feeling (do you want some more). Whats also nice is that the challenges are just made using Unitys scriptable object system where Ive defined the class structure and I can just add a new one whenever I please within the editor making it real intuitive and quick to iterate. Finally the cherry on top this week, I finished an opening cutscene to the game! However, Im not gonna show you it all here because you can see it for yourself, this Friday (5/22/20 - May 22nd)! Because thats right Im fulfilling my promise of a demo! I would love your support by downloading and leaving a review as it really helps! I will be releasing a new little demo trailer to make sure you dont forget. And if youre a real real one, come join the discord, its lit. I actually gave everyone there an early access look at the demo so you better hop in there now before the next big thing you miss out on. Im gonna try to do some giveaways and competitions so get on it. Join The Discord!: https://discord.gg/mXMgGSc https://store.steampowered.com/app/1278350/Jelly_Brawl/ Let me know about the new changes and what else you would like to see steamhappy Thanks for taking the time to read/watch! - Cole
The ninth episode of Jelly Brawl's devlog is out now! Feel free to either read the written version below or catch the five minute video version on my youtube channel right here!
[previewyoutube=9z7Sa-5M6gU;rightthumb][/previewyoutube] Its time I showed you some new content. Welcome back to the Jelly Brawl devlog episode 9, Day 70, I believe. I stopped counting but Ill try to keep track cause its cute. Anyways Im back again to show you all the new things that have been changed and added to Jelly Brawl. To start off let me show you the Jelly's new look. Not only have I done a lot of work on the jelly physics themselves, Ive given them 2D animated faces in the style of Nintendo titles. I decided to go this root to not only save some tris on the models themselves but as I discovered in a previous devlog, animating the mesh and altering it with my JellyFier code was not gonna be easy. And Im not about to get my sweet little hands dirty with something that sounds too hard. However, I really wanted to add more character to the little jelly boys so I decided to take this 2D route to give them more expression. So they now have little emotion triggers that animate the face and shoot off little particles and make a noise reflecting their mood.
Like I said last time I did a lot of work on reworking my back end to more easily implement new content in the future and that worked out. I added three new boss rounds and added two brand new modes in the past few weeks! The first new boss round is called Flood! You have to avoid an onslaught of cubes falling down a hill towards you. I was gonna call this avalanche but the word was too long and I felt it didn't fit with the shorter names of all the other boss rounds.
The second of the three new boss rounds is Bonk. Dont get bonked. I dont think I gotta break this down for ya.
And the third new boss round is Seesaw. You are placed on a seesaw like structure that you gotta stay on by keeping it balanced while also knocking each other off!
But enough of this same old same old. Let's talk about these totally new modes Ive been hiding. The first being Race! This is like the name implies a race mode where you have to make your way through an obstacle course in true time trial/platforming challenge style. You can compete against friends locally or the leaderboards for the best time.
The second mode is Hit & Run. This is similar to frogger or crossy roads where you have to make your way across streets of oncoming cars. You simply need to reach the end of a stage to continue on. Levels are procedurally generated so this can be treated as an endless kind of mode similar to the main game where your goal is to survive as long as possible.
I also did some more back end work that no one cares about as much so I'll try not to dwell on it. I improved the enemy AI system so that it's now more varied. I implemented a system for me to more easily make a demo build. And I developed a brand new serialization system to better work with save transfers, cloud saves, custom levels (Yes this means level editor support)! I also set up a discord, Ive never really used discord so I dont really know what Im doing but if you wanna pop in there and have some fun, some goofs and wanna help me make it a better server, come check it out. Join The Discord!: https://discord.gg/mXMgGSc https://store.steampowered.com/app/1278350/Jelly_Brawl/ Let me know about the new changes and what else you would like to see steamhappy Thanks for taking the time to read/watch! - Cole
The eighth episode of Jelly Brawl's devlog is out now! Feel free to either read the written version below or catch the five minute video version on my youtube channel right here!
[previewyoutube=4l1B8jYoWVI;rightthumb][/previewyoutube] Welcome back to the Jelly Brawl devlog! A tale of murder, lies, and 2x the normal amount of antioxidants. Being stuck inside and having nothing else in my life, Ive gotten a lot done on Jelly Brawl these past two weeks. So imma just get right into it! As I'm starting to get cracking on the promotion of the game, Ive focused a lot on the gameplay loop and how I want to describe the games direction. Ive summed it up as, The fast paced madness of Wario Ware meets, the wacky physics based gameplay of Gang Beasts and Human fall flat. With this new vibe, I wanted to expand more on platforming gameplay and just overall variety in physics play as I feel I have dialed in the fast paced nature decently at this point. So Ive put a lot of work into restructuring the game management and rules system last week. This way I can more easily implement new game modes and boss rounds into the game. And with this I've gone ahead and added a new boss round mini game called Control! It's a king of the hill style round where one person has to control the point the longest to win.
Ive also started work on the first two game modes to accompany the main game mode that lean more into this platforming play I've been thinking about. I hope to show you these two modes as well something totally different from these brawler and platforming game play pillars in the coming devlogs to give that final bit of extra spice and variety to the game. That special sauce. In this attempt to add more variety I also spent some time designing and implementing new stages. Some include these nice tubes as well as more physics based stages that interact with the players. I hope to have at least 50 stages in the game of which currently there are about 20. This 50 number is just a bare minimum goal I hope to meet and am planning to possibly surpass it. Along with these new stages, I am toying with the idea of a level editor for custom stages. This is a very far off idea and may not even launch with the game but rather a future update that I think would add a lot to the game but would love to hear the community's feedback and interest in creating their own stages! I also got some more work done on the look of the game. As always the look of the game is subject to change and I hope to keep improving it. For example Im currently not happy with the way the pops/taps/pushes look. I think they add a lot of unnecessary noise and are really only useful when using a mouse to control or in the mobile and Airconsole editions of the game and Im currently working on designing a better solution to this visual indication of direction youre moving and the force you are applying.
Speaking of the Airconsole edition, for those who haven't been following the project for the past few months, Jelly Brawl has been part of a submission to the Airconsole gamejam. Which happened to end (4/1/20) yesterday! The final push is done and I can take a moment to breath now that all this content is in the game. Im planning to release more or less what I submitted to the contest as a public demo very soon. I'm still planning the logistics of that but will hopefully have more to share with you all very soon. That way I can get something in your little dry sanitized hands and get some useful feedback from you in return. Additional big news! Jelly Brawl is now available to wishlist on Steam! So Id love it if you could go show that lil' bud some love and send me a wish. Im gonna be kicking it into overdrive with promotion from here on out and sharing lots more on what Im getting done on here, my twitter, as well as the steam page. https://store.steampowered.com/app/1278350/Jelly_Brawl/ Thanks so much for all the love you all have been showing the project! Saying the past months have been hard on everyone would be an understatement. I hope you are all doing well and staying safe despite the situation being possibly the worst it could be. Stay strong and keep doing your best cause thats all you can do. Ill talk to you all again in a couple weeks. Let me know about the new changes and what else you would like to see steamhappy Thanks for taking the time to read/watch! - Cole
Jelly Brawl
Cole Chittim
Cole Chittim
2020-10-27
Indie Casual Adventure Singleplayer Multiplayer Coop
Game News Posts 59
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(17 reviews)
https://store.steampowered.com/app/1278350 
Jelly Brawl Linux [468.92 M]
Jelly Brawl is a physics based local multiplayer party game where you gotta jiggle, flop, and pop your way to the top! Fight alone or against friends and experience the gelatinous mayhem as you struggle to be the last jelly standing!
Features
- Wild Physics Based Mayhem! With simple point and go controls, Jelly Brawl is easy to pick up but hard to master. Without quick reactions and well timed taps, it’s easy to lose control of the slick jelly. But even if you’re not a pro, it’s still fun to watch everyone spiral out of control.
- Up to 4 Players Versus! Face off against up to four of your friends in local multiplayer! Fight to be the last jelly standing on the stage or take the victory in one of the many modes of play!
- 5+ Modes and 50+ Stages! Dive into 5+ modes such as Hit & Run, Race, or the Standard last jelly standing mode. New modes and stages can be unlocked by leveling up and playing any mode in Solo or Versus.
- Full Controller Support! Jelly Brawl is completely playable using all standard wired and wireless controllers and will be playable with friends outside our living room using Steam Remote Play Together.
- OS: Linux (Most distributions should work)
- Processor: Intel Core i3. AMD A4Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia 8800 GT. AMD HD 6850. Intel HD 4400
- Storage: 1 GB available space
- OS: Ubuntu 18.04
- Processor: Intel Core i5. AMD A6Memory: 8 GB RAMStorage: 1 GB available space
- Memory: 8 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
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