THE MEGA UPDATE


Howdy everyone!

It's that time. The big day. The biggest update of this game's history. An entire YEAR of updates.

I'm really proud of this one. The game is still in it's alpha phase but this update makes it much more a full game than even many games on this beautiful website -- so much more polish, content, and balancing than before. I even revisited much of the old art and sounds and reworked them to a much more polished level.

The other big change is my rebranding. Assjack Games served me well for many years but I feel this was a change a long time coming. Ivory Lion Games is something I can stick with indefinitely as far as I can see, so I'm quite happy with it.

From here I'll be working on the next update, which includes the first boss fight. I'll try to keep these more frequent in the future. I'll also be seeking out a publisher or funding option, I want to make this full time to get all the content that's planned done at a reasonable rate.

The detailed changelist is below for those interested, but thank you for taking the time to read this and please do give the game a play. It's come a long way and so far has 30-45 min of action you'll keep coming back to. At least me and my friends do.


Cheers,

Leo LeBlanc

Files

PONGslaught Alpha 0.5 [PC].zip 218 MB
Jul 03, 2020
PONGslaught Alpha 0.5 [LINUX].zip 219 MB
Jul 03, 2020
PONGslaught Alpha 0.5 [MAC].zip 220 MB
Jul 03, 2020

Get PONGslaught (Original Demo)

Comments

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DETAILED CHANGELOG:

  • Language Menu
  • Russian Support
  • New Levels
  • Swordstorm Weapon
  • Removed Herobrine?
  • Game Gravy (polish & game feel)
  • Audio (new music and sound effects added)
  • Many bug fixes
  • Settings Menu
  • Tweaks and Balances
  • Overhauled some old graphics
  • Rebranding
  • Configurable Controls
  • Map Obstacles

Does this game run in full screen?

By default yes, can press F11 at any time in-game to toggle

But why all the screenshots here are only about 1/3 of screen?

(+1)

The game was originally designed to be a vertical oriented game (inspired by vertical shoot-em-ups), problem is monitors are landscape. So my game makes use of a dynamic background to square it out, and a static monitor image to fill the rest. It does help sell the mood besides cover a technical issue.

The main problem with scaling the game map itself is it would fundamentally change the gameplay and break many things. Give it a play, you'll see what I mean. If you like action games that is, I understand they're not for everyone