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blit-blat

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blit-blat's News

Posted by blit-blat - May 10th, 2023


Hey everyone! 


I've knocked together a little prototype called LUCKY KNIGHT and would love some feedback.


The premise of the game is that you're not the smartest or strongest knight around, but the luckiest! Almost every action you take boils down to luck.


But, rather than being solely in the hands of RNGesus, the randomness is decided by you - the random seed for the game is based on the name you give your Lucky Knight!


Demo link: https://blit-blat-games.itch.io/lucky-knight

Demo password: BlitKnight


Controls: Arrow Keys / Spacebar


So far, this is a very rough prototype, the UI needs a bit of polish and there needs to be more than one level, but the base mechanic is all there. Any and all feedback is welcome, but ideally I'm looking for feedback around the core mechanic; is it fun to play? Should the player be luckier? Is the level too long, etc?


Thanks in advance!


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3

Posted by blit-blat - April 14th, 2023


PIXEL DASH 2 IS OUT NOW!



It features over 40 levels across 5 game modes! Everyone who wanted more from the original PIXEL DASH should not be disappointed!


There's also an extended version out now on mobile!


iOS > https://apple.co/3MOuxA5

Android > https://bit.ly/43vbgtg


The mobile version has over 80 (eighty!) levels! And is only $0.99 That's less than a dollar!


Still too expensive? You want it for free? That's cool! Comment below saying "Nice shootin', Tex!" by 21st April for a chance to win a free copy.


Want to double your chance of winning? Follow me on Twitter (that's still a thing, right?) and re-tweet this tweet before 21st April for a chance to win!


And as a big thank you to everyone who liked the original Pixel Dash, I'm giving away a free copy of the mobile version to everyone who favourited it before Pixel Dash 2 was released. If you're on this list DM and let know if you want it on iOS or Android!


@LifeOverAlex

@Kotiknarko

@ZeeWerecat

@JeremiahFlorpinTRST

@CrisLinda12

@DayWinner

@AnHonestViewer

@Yoloboi69

@Kartofel0213

@ComicPear

@Yamouri

@zhroon360

@Stawberryowo

@Braun2000

@mzmzmzzmzmmz

@BoneDoggos

@Domsthenam

@qwerttyF8

@HenrySanchezNG

@sylmerx

@Finchmaster

@germe

@randomVibes

@Captain-Cheto

@AlexanderZ640

@1rach5

@Magolda

@ShortyMcBlorty

@dimitrizRadulov

@Bucker9000

@Elts4

@Akinimodel

@OSIRISSK

@AlanLeeFB

@sonicfan2021

@TymeXon

@Blastygd22

@ThatOneFwoosh

@MrSpacebomb

@Federock10Fr

@ChrisThe112

@Jerixis

@IsysTheRandomUser

@LucidFox3

@MemsikPLUSfuckupass

@Flashback195

@Fiunn

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@ChessPlayer1

@Tire-Burner

@FurryFriend19

@rand0mstuffz

@ProstoToBi

@TheMtnDewAddict64

@AlexRainbowman

@mustachekitten23

@AgreeWithme

@RedPhoenix2001

@DemonTorch

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@Malenarz

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@bumgusfumgus

@Tape-boi

@SoftCustomer

@SirIgnotus

@OrangeTea1

@gamergams

@elweyquecomenta


7

Posted by blit-blat - January 23rd, 2023


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WARNING: spoilers below!




ACCESSING PROTO-WORLD


Hint #1: Read the game description and look at the letters in bold


Solution: The letters spell out "AVOID THE EXIT"


Complete solution:


After collecting all the coins in a level, DON'T head for the exit. Eventually a drone will spawn and try to attack you. Line up the drones attack with the stone blocks - two hits will destroy them. Head down the gap to enter Proto-World

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Alternative method:


At any point in the stage you can repeatedly jump on the stone blocks to damage them. Eventually they will break.

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GOLDEN PIXELS


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World 2-2, drop down this pipe


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World 4-3, re-enter Pixel Mania! from Proto-World


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Take the high road and double back when being chased by the Code Monster


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In Proto-World, jump up the hidden blocks either side of this huge tree


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In Proto-World, follow this hidden path...

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jumping over hidden obstacles as you go. Follow the path up, round and drop down to the Golden Pixel.


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In Proto-World, the top right corner, drop down and hit these invisible blocks from below. Then make your way back round and collect the Golden Pixel.



FETCH QUESTS


In Proto-World, several NPC (the pink guys) will have food items appear above them when you approach. Find that item and return them with it to complete the quest. All food items are hidden in Proto-World



CODE MONSTER BATTLE


The Code Monster has 3 attack modes; a straight line (SL), aimed (A) and random (R). It always starts with SL before going to either A or R and then back to SL, and so on.


During SL there should be one or two gaps to fit through. The code blocks fired at you block your bullets and don't harm the Code Monster, so staying in the middle of gaps for as long as possible is key. To that end you want to fly as far left as you can to give your self more reaction time.


For A you want to go to the very top of the screen and then after a moment to the very bottom and then back up. This should give you enough time and space to avoid everything. Again flying as far to the left as possible should give you more thinking time.


For R try and stay in the middle and move round in circles avoiding stuff. If possible avoid the edges as this is likely to lead to you being blocked in. As the projectiles are aimed randomly you experience my vary! Good luck!



A+ WALKTHROUGH


Play the game normally, until level 4-3.

Collect all the coins and then enter Proto-World

In Proto-World, collect all 11 Gems, complete all 4 fetch quests, and the Golden Pixels

Re-enter Pixel Mania! via the pipe and collect the last Golden Pixel.

Return to Proto-World, purchase the spaceship and destroy the Code Monster.


N.B. The above must be done WITHOUT using any continues.


8

Posted by blit-blat - December 12th, 2022


As of of today Pixel Dash 2 is officially out of pre-production!


But what does that mean exactly? Well it means that the initial brief is written, the concept thought through and I know exactly (more or less!) what I'm going to build and how I'm going to build it. The original Pixel Dash was built using Phaser, however this time I'm going to be using Godot as it offers better tools for exporting to mobile.


The first thing to do is is do some rough design mock-ups which I can use to build the initial prototype. As you can see from the sketch below there's going to be over 80 levels spread across 5 game modes! Exciting, right?


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Once the demo is built, it'll then be time to refine the artwork, test it and finally release it! So while I'm busy doing all that you'll just have to make do with original Pixel Dash:



Or if you're completely bored of that why not give COLLECT! AVOID! a go?



No one's managed to beat my high score yet though, maybe I should give out a prize if someone does?


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Posted by blit-blat - November 12th, 2022


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Today is very exciting day here at Blit Blat HQ - our new game, CAPITAL DASH, is out now on Android and iOS devices!


And it's free!


Capital Dash is a simple quiz game about identifying capital cites before the time runs out. Featuring two difficulty modes and over 200 countries, this is the ultimate test for any trivia fan!


This is the first game we've released for iPhones and it was quite a journey! For a company that prides themselves on producing intuitive UX, the process for releasing for iOS is an uphill struggle! That said, we got it over the line and are over the moon with the result!


So please do go give it a play and as always please do leave feedback (it's the only way we'll get better!). We love reviews! Oh, and before anyone asks, be sure to watch this space - we're hoping to launch Capital Dash: USA Edition soon!


https://play.google.com/store/apps/details?id=com.blitblatgames.capitaldash


https://apps.apple.com/app/capital-dash/id6444105226


1

Posted by blit-blat - September 30th, 2022


What a month it's been here at Blit Blat HQ! I released FIVE new games this month, including these two for the Godot Wild Jam:




If you're a Game Dev and haven't used Godot yet you should really check it out ASAP. Not only is it completely free and open source, but v4.0 is now in beta and looks to be a real game changer. As well it as exporting to web & desktop, it's also supports exporting to Android & iOS. Now, I've not published anything to iOS as I don't have a Mac (yet) but the Android publishing is a breeze. I really can't recommend it enough! </plug>


Work never stops though, there's still lots of games I wanna try and build this year! I currently have 7 projects on the go, all in various stages of development. The one that has (most of) my attention for now though is Lucky Knight, a luck based adventure and my love-letter to old-skool RPGs. Of course, by this time tomorrow I might have moved onto something else completely (focus man, focus!) but for now I'll wrap up what's been an amazing month with this little glimpse from Lucky Knight...


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Posted by blit-blat - September 16th, 2022


It’s been a busy week here at Blit Blat HQ, with the release of not one, but two new games, one of which made the front page - thanks, @TomFulp!


As a solo developer it’s always an exciting time releasing a game, not least of all because you start to get real feedback from real players who have chosen to play your game, instead of the family & friends you’ve cajoled into being beta testers for you.


Game reviews, and critiques in general, can be a fairly daunting thing to read. No one likes being told something that they worked hard on sucks. “You can’t please all the people all of time” the old adage goes, and that’s certainly the case with this satisfied customer.


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Fortunately, for my own self-esteem at least, you can please some people some of the time.


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Now while these reviews are at polar opposites in terms of favourability, the do have one thing in common; neither of them are particularly helpful. Now don’t misunderstand - I love getting reviews like this and could happily read reviews like @MrHippoPL’s all day, and while they would give a much appreciated ego boost they wouldn’t improve my games or me as developer.


So what makes a helpful review? This one from @larrynachos on Pixel Dash is a great example:


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Starts on a positive ✔

Politely explains the negatives ✔

Offers examples of how it could be improved ✔


This review and a couple of others, such as the one by @JarranX, immediately made my head rush with ideas, and development is already underway on Pixel Dash 2.


I also received excellent reviews from @AnAutisticHegehog and @BillyBobtheFarmer on A Spaceship Called Stability about how the lack of I-Frame after taking damage makes the game brutally hard. Now, for many, when someone complains a game is too hard the immediate reaction is tell to them to git gud. However, I listened to the feedback and quickly implemented a small cooldown after taking damage, and honestly the game is much better for it. It also lead to players coming back, replaying the game and leaving an improved score. This meant more plays for me and a more engaging experience for them. That's what we in the biz call a Win-Win.


So my takeaway is this - Game Reviewers, please be specific in your feedback. It's fine to tell us our games suck, but tell us why it sucked. And Game Developers, listen to and engage with your reviewers. They often offer up insights and ideas that are worthy of your time.



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