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Devlog
Submission to Anything Goes Jam
Submission to Finally Finish Something 2019
Submission to Join The itch.io Selects Spring Bundle 2024
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Castle Break
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Devlog
v1.5 the final update
June 16, 2020
by
Pauloondra
New prettier VFX Saves in Campaign mode New Random mode - for the best only...
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v1.25
October 26, 2019
by
Pauloondra
Big update after long sleep: Psychological help from your guys - now you are not alone Rebalance of shooting and building - you can shoot more New player robot - now you are new :) New VFX animations...
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1.1 - new changes
March 17, 2019
by
Pauloondra
Physics calibration - bomb deflection is much more predictable now Made better tutorial and UI changes Blocks debris will not disappear after victory, so your repair bot could use it...
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v.0.94 - FFSJam ended
February 03, 2019
by
Pauloondra
Uploaded the last version made in FFSJame time scale. Made a lot, but still got a lot of polish to do. Hopefully, I'll finish it all till Feb 18th, because that's my release date in Steam :)...
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v.0.93 - Points
January 23, 2019
by
Pauloondra
When player picks up the bonus, there're no more boring numbers. Now bonus points are flying out and chasing the player :) More sound design (added voices, finally) Better-looking fullscreen mode Expe...
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v.0.92 - more stuff
January 17, 2019
by
Pauloondra
Power shield with 3 levels of strength Finished pause menu - changed picture, added buttons for music, sounds, fullscreen and tutorial. And also credits...
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v.0.91 - more stuff
January 11, 2019
by
Pauloondra
More sfuff been made: Some sound design (got cool sound asset pack on sale) Minimap to show player where it is and what's next Tutorial - now it's a bit more clear how to play :) Multi-enemies support...
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v.0.90 - #FFSJam
January 05, 2019
by
Pauloondra
1
Got back my project to finish it this month with #FFSJam. Animated change of levels, Now player can really see that enemy blocks are captured by him Soldiers dying with their souls flying out Lots of...
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v.0.80 - deathfog, new enemy, screenshake!
September 07, 2018
by
Pauloondra
deathfog, where your guys will die suffering new enemy, who can shoot just like you screenshake!...
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v.0.74 - fog levels!
September 01, 2018
by
Pauloondra
fog for fog levels random level generator which will make level by given settings shooting enemy for high levels (which isn't shooting so far)...
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v.0.73 - eyes, pause menu, new bonus, etc
September 01, 2018
by
Pauloondra
New bonus - mirror armor eyes for towers, they look at you pause menu cracks in side walls new backgrounds for campaign mode...
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v.0.72 - new bonuses, bugtower
August 18, 2018
by
Pauloondra
Added two bonuses, which can be taken after you take all usual attack or building bonuses: repair bot and rocket salvo! Added a shooting enemy, Evil Towerbug! (or Bugtower, I can't decide how to name...
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v.0.71 - not much
August 10, 2018
by
Pauloondra
Bomb now leave a smoking crater in the field Your soldiers leave their blood and corpses, very sad better smoke curtains and big letters animation some invisible fixes here and there...
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v.0.70 - bonuses between levels
August 04, 2018
by
Pauloondra
some sound work some animation work choice of weapons, blocks and bonuses between levels new sprites for bonuses...
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v.0.60 - repair bot, bunkers, m-m-multiball!
July 21, 2018
by
Pauloondra
Added bunker blocks, which can shoot 2 more cannonballs at the time also added multiball functionality for them Added Repairer - annoying robot, who rebuilds enemy blocks...
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v.0.53 - a few changes
July 11, 2018
by
Pauloondra
Added some kind of tutorial Redrawn soldiers (they are now individuals) and improved their regrouping algorithm to seem more chaotic and alive Improved popping numbers Invisible changes nobody could e...
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v.0.52 - added popping numbers
July 09, 2018
by
Pauloondra
Added popping numbers of taken bonuses and dealt damage...
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first upload (v 0.51)
July 04, 2018
by
Pauloondra
Publishing first version. Features I've done: All the basics you can see: sprites, controls, physics, damaging blocks. Weapon behavior (especially laser reflections) Soldiers behavior, regrouping when...
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