- Andy Blast Devlog 6/27/26 - 27 June 2026
Hello everyone!As I renovate my home and work my day job I still find time to work on the game and though updates are a bit farther apart they're just as fun to report so here we go!Updated the main menu to be text on the headstone rather than a popupUploaded a new "Shadow" demo to Itch and Steam. This demo shows the graphics upgrades I've been working on including level shadows and updated sprites!Increased Zombie speed as they lose health.Increased flight and spin speed of cultist knives and skeleton bones.Redesigned the first tower level again. Almost got it.Added dripping traps to the tower level.Added new "Squidimie" enemy type.Added new "Sklime" enemy type.Added a new "Slime Ball" enemy type.Added green blood splats for slime enemy hitsAdded new Death Animation for Squidimies.Adjusted Sklimes to throw arced projectiles rather than straight onesI've debated adding even more levels…
- Andy Blast Devlog 1/6/26 - 6 January 2026
Hello everyone!It has been nearly a year since my last update and now that things have almost settled into a sense of Normalcy I've found time to work on Andy Blast and to post a quick Devlog about it. So here's a short list of things I've been able to do on the game!Added a parallax background with trees, shrubs, and grassFound and fixed a bug with the preferences file which might affect anyone who ran the demo in the pastAdded a few more sound effects to some levels and enemiesFinished the framework for level 7Started the framework for levels 8 and 9Changed the per-level checkpoint to be every 3 levels (one after each boss)Tweaked some existing art assetsAdded more death animations for new and existing encountersRight now my biggest hurdle is getting through that 90% barrier in game making and most of that consists of level design. As easy as my tools make it to slap a level together…
- SMALL DELAY AND UPCOMING EVENTS! - 6 April 2025
Hey everyone! Been a bit since I was able to post a devlog or work on the game at all! The reason for that is very simple; I bought a house. It's not a big house or a new house, but it's my house and I have to renovate it. HAVE to. Not optional. As such, a lot of my spare time (read: all) has been spent ripping out the insides of this new home in order to get it live-in ready in the next four months when my apartment lease runs out! For that reason I have temporarily suspended work on Andy Blast and other projects so I can concentrate on this time sensitive thing, but not to worry the game is still on track for a release probably Q4 of 2025 (or Q1 2026). However, I've not completely forgotten the game and have made sure to enter it into the Zombies Vs Vampires fest as the game heavily features Zombies in nearly every level! So expect to see that coming up in may. Anyway, don't lose hear…
- Andy Blast Devlog 1/25/25 - 25 January 2025
Due to my schedule I think there's a high chance my "Friday" Devlog is just going to end up being an "Early Saturday Morning" Devlog, but since we got rid of the cartoons you have to have something to look forward to, right? Anyway, I've been on a bit of a roll with the game and have a lot of minor, but major things on the list of updates! Mostly it's art updates! Lots of art updates which have made the game look MUCH better and more professional than before! Check them out! Updated Andy's colors to remove the black outline around him. Now he seems more "Amiga" like in design Did the same thing to the Zombies. They're softer, but they look good. Added some shading to the cultists. Now they look better! Altered the smoke around the shotgun blast so it looks like the blast is IN the smoke not ON the smoke. Added some more details to the Ghost to make them "Pop?" Updated Jeanette's art to…
- Andy Blast Devlog 1/12/25 - 12 January 2025
First Devlog of the year... and it's late! Turns out I got my head wrapped up in some personal stuff and with working overnight I forget what day it is. Even now, I keep thinking it's Saturday, but nope, it's Sunday. I don't even KNOW where Friday went? The bonus is, that in what spare time I was using these last couple weeks to work on Andy Blast I got a LOT of things done! Most of it is housekeeping as I am still in that "avoiding new art and levels" stage of procrastination, but it was all important and some of it came from more player feedback! (Really, if you play the demo ALL feedback is welcome to try and make the game better.) So here's a list of all the things I've done since the last Devlog: Updated the Itch demo to the same one as on Steam Fixed a bug in the Steam/Itch demo for the keyboard layout screen to show layout properly Following changes are NOT in the newly uploaded…
- Devlog 12/31/24 - Still going into 2025! - 31 December 2024
Hey everyone! Wow! Where does the time go, eh? Turns out going from part-time day job to full-time day job really puts a hamper on gamedevving and updates! However, not to fear, I've got some great news; I'm still working on Andy Blast and have been posting micro-updates over on BlueSky for a while now. Still, I can't neglect the real Devlog or people will begin to think I've given up! So here's a short list of things I've done up to the last day of 2024! Added Spider enemies to level 4 Added Spider "stun" state to allow the player to attack/bypass them Added more detailing art to level 4 so it's not all repeating dirt background Smoothed Andy's pump animation by adding more frames Added more frames to the reload animation (without adding more time between reloads) Revamped the pump and reload animation code to allow for easier backend changes Blocked out Level 7, finished up the main f…
- 10/2/2024 Demo Update! - 2 October 2024
Hey everyone! As an indiedev sometimes life just gets hectic and you have to set things aside for a while before picking them back up again later and Andy Blast is no different! So for today's update it's nothing major (still stuck on Level 7), but it's something; the main menu has been updated! So what's that mean? Here's a short list: Main menu has been moved up and to the left to accommodate other menu items. (If your menu is still centered you don't have the latest version.) Controls were removed from the "ReadMe" area and are now in their own section under "Options". Graphics for the controls have been updated to be more user friendly and functional. Audio options have been moved to their own sub-menu and a sound effect now plays to let you know when you're adjusting sound what the changes are! There's a new Boss Healthbar option! Turning it on will display a healthbar for the boss…
- DEVLOG 7/12/24 - 13 July 2024
Hey everyone! A while back I tried playing Andy Blast on an Intel i5 all in one computer and it ran like trash. I chalked it up to bad optimization or an integrated graphics card and walked away from the problem for a while, but the other week I showed the demo to some folks who know LOVE2D and they ripped into the code and found a MAJOR bug; the game was writing to the preferences file EVERY FRAME. I was mortified and went about fixing the bug and viola! the game runs fantastic on the i5 no stutters or issues! Because of this I'm definitely going to be pushing to have more people play the game/beta/etc to get feedback just as was mentioned last week. But until then here's a list of things that were fixed/changed: Added new achievements, including secret ones! Implemented achievements throughout the game (WIP) Fixed an issue where Zombies maintained their fast walk even when no longer a…
- DEVLOG 7/5/24 - 5 July 2024
Hey everyone! Some super exciting news for today's devlog! ACHIEVEMENTS! That's right, one of the big things that was looming over me was implementing Steam API/Achievements into the game and, luckily, someone out there made a LOVE2D/Lua plugin that works with the Steam API that's super easy to implement and works great! Of course, there are a few other things I worked on as well and here's a short list: Created a new boss encounter including new level, sounds, and animations! Began work on Level 7! Corrected issue with pause menu showing Andy's "You are here" head in the wrong place Set the game to grab the mouse and make it invisible so it's no longer in the way visually Integrated Steam API for Achievements/Scoreboard Created the first set of achievements for the game w/appropriate artwork It's important to note that a big hurdle for me was the level 6 boss fight and it's now impleme…
- DEVLOG 6/29/24 - 29 June 2024
Hey everyone! You might be wondering why this "weekly" devlog hasn't been every week. Well, a couple of reasons, but the main one is; gamedev is hard and sometimes things get stuck. The other reason was, while stuck, I made a quick Adventure Game for MAGS in Adventure Game Studio and you can check that out for free here: https://4kbshort.itch.io/the-zoo However, I have also been working on Andy Blast again and here is a short list of recent updates: Changed the color of the brick wall in front of the tree in level one to show it was a foreground/blocking item Increased speed of Ghouls after detection to "Ludicrous" Adjusted gibs spray upon monster death to be more visually appealing Assembled level 6 framework/platforms/etc Created art assets for levels 7/8 Adjusted colors of some previous assets to current palette Minor visual adjustments to some enemies Added "Y"/"N" keys to confirm/c…
- NEXTFEST WIN + Update - 15 June 2024
Hey everyone! I joined in Nextfest not expecting much from my tiny game and 0 advertising budget (it's just me doing all this, remember), but I was surprised to find that at the end of Nextfest the wishlist count for Andy Blast DOUBLED! Wow! Absolutely fantastic and super surprising to find so many people stumbled on my game over the week! For the weekly update here's what I've gotten done over the last two weeks: Fixed minor animation bug on Ghoul normal walk-cycle Replaced Monk sprites with correct Skeleton sprites on level 5 Worked on fully animating Ghoul after detection. Current animation is limited and jumpy. Worked on updating Skeleton animation frames Crafted and uploaded a new trailer for Steam NextFest! The new trailer can be found on YouTube and has also been added to the Steam store page so you can watch it there if you like! On a personal note, as an Indie Dev sometimes thi…
- Devlog 5/31/24: Other Platforms! - 31 May 2024
Greetings everyone! It's time to get ready for the next NEXTFEST on Steam! And because of that I didn't get much done with the code this week. Here's a list of things I did/attempted to do with the game through the week: Fixed a typo that caused the controller selection screen to not loop one way Getting ready for NEXTFEST! (Lots of non-game stuff in this) Several days trying to get a Linux version working. Did not work. For the Linux version of Andy Blast there are ways to get it to work on Linux. The simplest being distribute the core files to someone running LOVE2D 11.4, but that requires work on the user's part and is not intuitive for a download and play from Steam. Other ways all include variations of the above method and, hard as I tried, I could NOT get Steam to download ANY files from the depot onto a Linux system, only the Windows files with Proton support. On the plus side I…
- Sounds Amazing! - 24 May 2024
Greetings everyone! A quick list of the things that have been improved for Andy Blast! This update was focused mostly on adding sounds to the game, but also corrected some old issues that weren't game breaking, but were visually irritating to look at. Now the game plays very well, feels hard, but balanced (to someone whose played every iteration of it), and really feels like I've solidified the first five levels! Added sound to boss bat wave attack Increased speed of boss bat wave attack Added sound to ghost death Sped up ghost death animation Corrected Ghost death to face player Corrected Cultist death animation alignment issue Cultists will now throw daggers when shot (sometimes) Fixed issue with Cultists throwing two daggers when shot (sometimes) Added sounds to Zombies when they are shot Added new sounds for different door types Updated credits to match current assets Reset Extra Li…
- Progress continues! - 9 May 2024
Game Update: Hello everyone! Level design is, by far, my least favorite part of gamedev! But, I am slowly making progress on new levels and new enemies to fill those levels. Some things that have been added into the game since the last update are: New enemy for level 2 (mentioned in the last update, but not available in the Demo) Completed the layout for Level 4 and Level 5! this includes the path to the exit, secrets (Oh!), and some enemy placement. They still need to be tweaked along with the "AI", but it's working out so far. New enemy added for Level 4 New animation tiles so the game doesn't look quiet so static. Some of the in-game music has been replaced/shuffled around to better fit the atmosphere of the levels they're in. It's a slow process making levels that flow well, filling them with enemies that keep the gameplay interesting and not frustrating, and ensuring it all works t…
- DEMO UPDATE ANNOUNCEMENT - 30 March 2024
DEMO UPDATE: The demo has been updated multiple times since its original release. Some of the updates from the original release include: * Multiple bug fixes (too numerous to include or remember) * Random number generator fixed; Cultists don't throw daggers nearly as much (usually) * Updated "physics"; IE: Andy doesn't slide around as much as before. * "Splash" screens added to tell more story for the game between some levels. * A "Loading" screen that shows Andy's location in the map and to give the player some details and to take a breath. * "CONTINUE" option that lets you continue from the last level you left on, whether by choice or running out of lives. Resets score to 0 so for those high score hunters be sure to do a cannonball run! * Slam firing! : Andy can now use a button combination to slam fire his shotgun. For getting out of a jam! FULL GAME UPDATE: The full game has had lev…