- New biomes - 19 February 2025
Hey everyone! First off, we want to thank you for the amazing reception our game is getting! As a small team with no marketing experience, it's been tough getting this project in front of people—but your wonderful comments keep us going. Progress is coming along smoothly, and we've just updated our trailer to showcase more areas you'll be able to explore in Battle Plan: Jester’s Knife. After completing the tutorial area, you'll have the freedom to explore these locations in any order you choose. Along the way, you'll meet unique characters and pilot a variety of vehicles, each with its own abilities. Here's a small preview in GIF form:
- Demo update. - 4 October 2024
Progress on the game is moving steadily and we've added more features that will echo through out the entire game, including the starting area. You can try all of these updates in the Demo! Find hidden collectible figurines scattered all around the area. Defeat other opponents in adventure mode to unlock a variety of fighters for the versus mode. Break stuff, and interact with virtually anything, including Mocking cameras, and drink milkshakes. We updated resolutions, and introduced new animations while making sure that all assets are crisp on 4K monitors Challenge yourself and complete all achievements. We are always looking for ways to improve the game and make it more fun for you. We welcome suggestions from players, so feel free to share your feedback directly in-game or on our Discord channel. Finally, here's a quick sneak peek at what's next 🤫
- Demo out now! - 30 May 2024
The demo for Battle Plan; Jester's Knife is now available on steam! Help us make this game the best it can be by giving us feedback via E-mail or Discord. Discord; https://discord.gg/UWNzZJt7 Email; [email protected]
- Devlog #7 - 5 September 2023
Hi everyone, Progress on the game is chugging along. We are currently implementing a badge system in the game. You will be able to unlock these badges and equip them in game. They can modify your character's stats or change/add specific abilities during combat so that you can use your preferred character in your preferred playing style. The fighting tutorial is finished and we should be soon testing it to check user-friendliness. Our second character's fighting animation is now finished. Loredana is a young witch who floats on a stick attached to a skull's head. She is obsessed with and her main objective in life is to back to . Can you believe that?! Thank you for being here. There's still a lot of drawings to draw and coding to code, but we hope to have Battle Plan; Jester's Knife out early next year,
- Devlog #6 - 21 June 2023
Hello everyone, It has been a while since our last update, and we wanted to share some exciting progress with you. Firstly, our combat mechanics are nearing completion, and we have put in a tremendous amount of effort into perfecting our character animations. We are proud to announce that all animations will be crafted using traditional frame by frame 2D animation. This applies not only to our fighters but also to the Jester, who will play a crucial role in the game. The Jester will be responsible for presenting each round, performing the countdown, indicating the time remaining for the round, and even signaling whose turn it is in turn-based mode. We have been considering participating in the current Steam Next Fest, but after careful consideration, we have decided against it. The reason behind this is that we are simultaneously working on a captivating map overworld that will allow yo…
- Devlog #5 - 1 May 2023
Hey everyone, We're excited to announce the latest update to our game. We've been working hard to improve the gameplay experience, and we're happy to say that we've made some significant progress. First off, we've introduced stop frames to animations. While fighting, characters will now stop on an attack tile that deals damage. This helps to make the hits feel more powerful and exciting. In addition, we've improved the health bar animation to make it easier for players to keep track of their progress. The new animation is more intuitive, and it provides a clear visual indication of how much health each player has left. We've also introduced a small frame around the tiles to show the player its condition. Red means the tile will lose, orange means it will tie, and green means the tile will win. This makes it easier for players to know the result of their strategy. We've updated the win a…
- Devlog #4 - 26 April 2023
Hey everyone, It's been a while since our last update, but we wanted to let you know that a lot of work has been done behind the scenes. First off, we decided to explore multiplayer. We believe that adding a multiplayer mode to the game will be a great addition, and it will allow players to compete against each other and have even more fun. Working remotely, we are taking advantage of the opportunity to test it easily. We've also started integrating Steamworks API to be able to use their peer-to-peer connection. This will make it easier for Steam players to play against their friends or compete in a public lobby. We also explored 'Unity Relay' to handle the peer-to-peer connections, which can be easily changed without disrupting the flow of the game. In addition, we've implemented win-and-lose conditions for the game. While not many visible changes can be seen in this update, rest assur…
- Devlog #3 - 19 April 2023
Hey everyone, We've been hard at work on our game project, and I wanted to share some exciting updates with you all. After testing the last build, we decided that we should explore different game modes to add more variety to the gameplay. So, we've been working on implementing two new game modes: turn-based and one-tile turn. In the turn-based mode, players take turns sliding tiles on the board. This is a great option for players who want to take their time and plan out their moves carefully. In the one-tile turn mode, players can only move one tile per turn, which adds a new level of strategy to the game. The best part is that these game modes can be mixed and matched as desired before starting the fight, including their time limits individually. This will allow players to customize their experience and create the perfect game mode for them. To make it easier to test these different ga…
- Devlog #2 - 16 April 2023
Hey everyone, We've been making great progress on our game project, and I wanted to share some updates with you all. First, we've been working on the puzzle input controls so that they can be easily changed from player to bot or vice versa. This will give players the flexibility to choose how they want to play the game. Additionally, we've introduced the first "dumb" bot, which randomly slides tiles on the board. This is the first step towards creating more intelligent bots that will provide a greater challenge for players. After testing the previous build, we discussed and decided to include a new mechanic where, with every hit, a random tile starts to break. If the tile takes three hits, it gets stuck, and you cannot move it for the next round. It adds a new layer of strategy to the game, and players will have to think carefully about which tiles they want to attack. It's important to…
- Devlog #1 - 12 April 2023
Hey everyone, I'm excited to share the progress we've made on our latest game project! We've created the first simple prototype of the game and have been playtesting it to refine the gameplay mechanics. Currently, the gameplay involves both players sliding tiles on their boards to counter the other player's moves. The game is designed to be fast-paced, and both players play simultaneously with a time limit. There are four types of tiles that players can use: Block, Punch, Jump, and Kick. Additionally, there are four types of counters: Punch wins against Jump, Jump wins against Kick, Kick wins against Block, and Block wins against Punch. The attack tiles are Punch and Kick, and at the end of the timer, the characters will be animated fighting. If an attack-type tile wins, the opponent will take damage to their health. The player with zero health will be defeated. This feature is not yet…