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Jelly Brawl Devlog #12

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


[ 2020-07-07 16:03:54 CET ] [ Original post ]



Jelly Brawl
Cole Chittim
  • Developer

  • Cole Chittim
  • Publisher

  • 2020-10-27
  • Release

  • Indie Casual Adventure Singleplayer Multiplayer Coop
  • Tags

  • Game News Posts 59  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • Mostly Positive

    (17 reviews)


  • Review Score

  • https://store.steampowered.com/app/1278350 
  • Steam Store



  • Jelly Brawl Linux [468.92 M]

  • Public Linux depots



  • 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
    RECOMMENDED SETUP
    • 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
    GAMEBILLET

    [ 5951 ]

    4.12$ (17%)
    1.64$ (84%)
    50.37$ (16%)
    16.79$ (16%)
    17.59$ (12%)
    4.34$ (13%)
    2.27$ (85%)
    13.33$ (73%)
    7.98$ (20%)
    8.41$ (72%)
    8.27$ (17%)
    3.35$ (16%)
    18.52$ (69%)
    49.79$ (17%)
    16.97$ (15%)
    14.42$ (15%)
    6.79$ (15%)
    6.23$ (69%)
    4.14$ (17%)
    1.93$ (81%)
    20.90$ (40%)
    18.39$ (8%)
    2.22$ (78%)
    33.17$ (17%)
    16.97$ (15%)
    2.94$ (71%)
    10.98$ (15%)
    13.02$ (13%)
    16.59$ (17%)
    15.87$ (36%)
    GAMERSGATE

    [ 3198 ]

    1.31$ (81%)
    4.19$ (30%)
    4.25$ (79%)
    0.6$ (85%)
    0.18$ (91%)
    18.74$ (25%)
    0.23$ (77%)
    3.0$ (92%)
    5.25$ (74%)
    12.99$ (35%)
    8.7$ (78%)
    4.0$ (80%)
    0.48$ (52%)
    0.9$ (92%)
    2.25$ (89%)
    3.38$ (66%)
    3.38$ (77%)
    3.61$ (82%)
    0.38$ (92%)
    0.79$ (89%)
    1.0$ (80%)
    0.89$ (87%)
    2.63$ (62%)
    5.99$ (40%)
    0.79$ (89%)
    2.0$ (80%)
    5.25$ (74%)
    3.75$ (75%)
    8.79$ (56%)
    0.89$ (87%)

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