Jelly Brawl Devlog #8
[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
[ 2020-04-02 15:23:03 CET ] [ Original post ]
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.
MINIMAL SETUP
- 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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