Dev Blog – September 25 – Samurai Showdown

Hey everyone,

Firstly, I’d like to apologise for the delay for the gap in between dev blogs. Rest assured that I’m still chugging away at these games, I’m just getting swamped with uni work as semester two is slowly wrapping up. Since my last update, I’ve managed to get through a decent chunk of the testing notes I gathered from Playup Perth’s last event and I’ve started implementing a tutorial so that, when I show it off at the upcoming Perth Games Festival, I won’t have to stand around and explain what to do as I did at Playup Perth. So, without further delay, let’s talk about what’s happened!

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Dev Blog – September 8 – Samurai Showdown

Hey everyone,

So since my last update on Samurai Showdown I’ve managed to get a good idea of where I want the game to head in the next few months of development thanks to the awesome people at Playup Perth. The actual showcase of the game went fine —aside from my laptop overheating and shutting down three times during the event, and the shared game mode not working for some reason— and I managed to get a lot of valuable feedback which should help make Samurai Showdown awesome. So, with no more delays, let’s talk about the feedback I received and the changes I’ve made since, and the media that’s talked about Samurai Showdown!

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Dev Blog – August 26 – Samurai Showdown

Hey people,

This is just a quick update on what’s been happening to Samurai Showdown in the lead-up to the September 3rd Play Up Perth event. While I have been pretty busy since my last post on the 23rd, I’ve managed to find the time between working on Small Gods and other assessments to tinker with Samurai Showdown (apparently I hate myself and think that working on two games for my game dev class is a good idea :v). In any case, let’s talk about what’s been done.

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