Here be Ben

Indie Developer of Copod


Copod v0.3.2 available now!

Here are the latest changes:

The biggest change has been the introduction of the new progression system. Definitely the feature that took the longest to implement in this update. But now its in I can focus on expanding upon it. Only 5 unlocks are available now, but more are soon to come.

Here is a little preview of the new power “Tongue Twister”. It lets you control a very long tongue with a deadly tip. I was surprised by how much fun it was to use!

 

You can get the lasted version here or from IndieGameStand.


Copod now availble on IndieGameStand

You can now get copod over at IndieGameStand! 20% off this week!

Made some new screenshots for it too.

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Working on a new progression systems at the moment where new content is added to the game as you play to keep it fresh. You’ll be able to check that out in the next update.


New Copod version v0.3.1a is out now!

Here are the major changes: 

  • New shield look 
  • Each new level now progressively increases in size 
  • Fixed major crash on launch on for linux 
  • Fixed 360 controller mappings for linux 
  • Increased the cost of the health upgrade evolution 
  • Reduced the cost of the other evolutions 
  • Sound thread attempts to restart in the event of it crashing (just a precaution to make sound more robust) 
  • Slightly reduced the chance of souls spawning (since larger levels mean more enemies to farm) 
  • New 360 controls prompt at the start of a new game if a 360 pad is being used 
  • New stats page (I’ll be sure to expand on this later, please tell me what you would like to see here) 
  • New controls help in pause menu for user reference 
  • New infected damage type. Small chance of enemies being infected. 
  • Reduced the chance of follower eggs spawning

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I also did some interviews for two youtubers. Here is one where I talk about my future ideas for Copod and here is one where I talk about game design in general. 

In one of the interviews I talked about adding some sort of ending scene to Copod. I gave it a go this week and what I made didn’t fit. I’m far more content with the simple ending that is currently present in the game. 

In the next update, I plan on introducing a cross-run progression system where the game increases in variety and complexity as you play it. 

Download the latest build here.

Vote for Copod on Greenlight!


Copod v0.3.0a Changelog

Here are the latest changes found in the new Greenlight build.

  • Added 10 new variants on existing enemy
  • Added feedback when you don’t have enough souls
  • Added prompt to make it more obvious that you get a new power for killing enemies
  • Fixed a crash caused by dying in the same place as your mate
  • Changed use power sfx to differentiate it more from upgrade sfx
  • Redesigned some enemies (such as the red dashing one)

Working on the new enemy variations was the hardest change, but it should make the game a lot more interesting.

You can get the latest alpha for free here!

If you like what you see, you can vote for Copod over at steam greenlight.


New trailer for Copod!


Copod Version 0.2.9 is out now!

Version 0.2.9 alpha is out now.

  • Added Copod icons for mac osx dock and windows
  • Added new enemy creature with an exceedingly long tongue
  • Totally new camera transition animation to make it clearer which direction you are travelling in
  • Added new sound effects for power usage, gui prompts and laser attacks
  • Fixed sleep visual effect from initially being visible at the origin (0, 0, 0)
  • Window name on mac now says “Copod” rather than “Game”

Here is a little preview of the new enemy:

Download it here!


Copod v0.2.8a is out now

Another new version is out now. Download it here.

Major changes made since version 0.2.7 alpha:

  • Added new beam effect to make connections between enemies and shields more obvious
  • Revamped UI to show a powers effects if they are too subtle
  • You can’t use powers in situations where they are ineffective. Hints given to what is needed
  • Reworked 360 pad controls so you don’t need to hold down the “a” button in order to move
  • Made the shooting creatures a little easier to deal with
  • In certain circumstances, you can now hold multiple powers of the same type. There is a new power that effects the quantity of powers
  • Added 6 new powers, bringing the current total to 21
  • Added new cave trap type that can appear in levels
  • The size of the Copod now effects more powers
  • Slightly reduced the cost of some evolutions
  • New enemy that fires a laser
  • Follower eggs now spawn with a shield and now need to be dashed into in order to open them

Here is a little preview of the new laser enemy:

Also got a new little website for my game.


New playable Copod alpha is out now!

Download it here! 

Copod is a weird game I’m working on that has rogue-like elements. 
Its a 2.5d game where you have a melee attack and you can mix and match powers to improve your odds of survival. 


Here is a little preview of my upcoming game Copod.
You can see one of the simple electrical powers being used to kill the red creature. At the moment, I’m working adding more powers that synergise well with each other (size growth increases the attack radius of many attacks for example).

Here is a little preview of my upcoming game Copod.

You can see one of the simple electrical powers being used to kill the red creature. At the moment, I’m working adding more powers that synergise well with each other (size growth increases the attack radius of many attacks for example).