June Update (210611)


G'day everyone!

Bit of a lightweight update this time. Although there's some progress on chapter three of the campaign, there's plenty more that needs to be done.

It's now possible to unlock units and maps through campaigns, allowing players to play as bosses in skirmish once they've beaten them! Unfortunately, you will have to beat the second boss again in order to unlock it this time.

I'm thinking of locking most of the current mobs behind the campaign levels for pretty much for the same reason of hiding the bosses: to prevent players spoiling themselves by jumping into skirmish mode before the campaign, and having new players start off with a humble roster of units.

Also, I'm considering of hiding the challenge missions behind each other rather than letting the player see them all from the start.

I've spotted a number of bugs that need fixing for the next update, but hope to have a few levels ready for the next chapter too.

New stuff

  • It's now possible to unlock units for skirmish.
  • Colour picker implemented! Now it's easier to set and preview colours for squads. No more hexadecimal numbers!
  • Seven new maps added to skirmish mode: Port A, Skybridges, Tiny Tunnels, Deserted Path, Desert Spiral, Hash Island and Hash Island Extreme
  • Animations can now have some frames ignore the unit's direction. Good for some effects like explosions.

Bugfixes and tweaks

  • Some squad colours revised.
  • Minor changes and fixes to some skirmish maps.
  • Gradient on squad names should be lighter and thus easier on the eyes.
  • Cleaned up the results screen a bit.
  • Fixed bug not unlocking a level if the level doesn't currently exist.
  • Revised some dialogue and images in the tutorials.

Files

this-is-not-chess-win.zip 126 MB
Version 7 Jun 11, 2021
this-is-not-chess-win-demo.zip 57 MB
Version 5 Jun 11, 2021

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