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Stopsignal
description.txt ---
Game developer, animator
Tired
--
discord: Stopsignal#2168
I do not use it much, but just in case!

Age 24, creature

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Joined on 1/17/12

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Stopsignal's News

Posted by Stopsignal - February 17th, 2024


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What ideas you guys have? What would you add to the game?


I'm thinking the game needs two things: First, a new chapter, so you can fight someone else other than the King, and then a new character rather than our necromancer, so you can have different decks you can choose to use!

For the latter, i was thinking a "working class monsters" kinda vibe for a first extra deck. Like those above! But it could be whatever, still thinking about it!


One challenge i will face is that i need to make a new combination of characters that feel different enough, yet aren't just a reskin of the deck we already have. At the same time, i need to be really careful of not completely flanderizing the mechanics of this new deck, so it's still interesting to play.

What do i mean by this? 


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I think the game's fun comes from adapting your strategy on the fly, from what you get, while also trying to go for certain combos. While you do this, you start to see some units or combos you already have start to shine, and seeing them perform on the battlefield, or even better, seeing them be upgraded and slowly become stronger, is the best.

However, if you always do the same strategy, this becomes boring pretty fast. If you aren't surprised by what combinations you end up with, then it's not an interesting story, it's just going through the motions.

Going back to the question, a deck without many different strategy combinations will suffer that fate pretty quickly. And it's hard to think of ideas to give a deck some "personality" (the "strong" deck, the "summon" deck, the "support" deck, the "magic" deck) without making it feel like you are going for the same strategy every time. As you see, it's all a bit more complicated than it seems!


________________________________________________________


For now, the idea is "deck with tons of really weak summons, and hammer units that get stronger from those summons", but it needs to be more complex than that. I still got tons of time to think about it, so it's fine! But i'll try to make it way more varied!


If you have any idea, throw it in! I can't guarantee anything will be added, but who knows! It's also cool to see what people want, to know what to focus on on future updates!


-Stop


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21

Posted by Stopsignal - February 15th, 2024


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Now Auto Necrochess has fullscreen on mobile! Also on the downloadable version if you press F. That's all!


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Posted by Stopsignal - February 12th, 2024


Quick as i don't have much time to write!


TWITTER UPDATE:


i got banned. wtf.

I'll try to see if i can get my account back, otherwise i'll have to make another, i guess!




AUTO NECROCHESS UPDATE!


Now the succubi have different effects when leveling up!

They are even more broken now!


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And more importantly, FAST FORWARD!!!! I hope i get a "thank you" at least because this took a whole gut rearranging of the whole game. Now the engine running under it is smooth and more importantly, i actually understand how it works. This also let me add fast forward, and damn this game needed it, hah!


Now, what's next? Maybe editing the whole UI so it can work better in fullscreen? Or maybe, even for phones? Hmm!




As for Burning Down!!!


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I still got to reply to some thoughtful feedback you guys made, but the response has been amazing!

I have added a new level and edited a lot of values behind to make the game smoother to play in those first introductory stages.

I know the game looks hard, but there's a lot of cheaty stuff under the hood to make it easier. It just looks like you are always about to lose, but that's it! As long as you don't run into the fire, that is.


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Posted by Stopsignal - February 7th, 2024


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Thanks for the warm welcome you all gave to the Burning Down demo!!! Your feedback is amazing, and some of you left a big smile in my face with such thoughful responses! Truly, every critique feels great!


I will continue touching up the game in the future, and i hope one day we have a full on story, with a hub level, compelling characters, and an actual storyline! But for now it's just an arcade game, hahahaha


Also i hope you all like Barb the firefighter! She's trying her best!

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As for necrochess...

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Another small balance update!


-Royalist CHANGED: +1 life, +1 bottle throwing damage, now receives full ranged damage, doesn't evade! This dude was quite the troublemaker it seems like. Now he is overall stronger, and is more like his Snitch counterpart in terms of overall damage, but it's less of a pain in the ass for ranged builds!


-Summoner BUFFED: He was a bit weak for the third tier. Now the Imps he summons have +1 stats for every level. Also, it now summons a third imp on level three! I hope. i didn't test it. But it should work! It's a bit strong, but tier threes are hard to get to level three anyways, so it's a reward!


-Archer CHANGED: This is a "kill two units then die" kind of unit, and i want to reinforce that identity. So now he has more damage, 3 at level 2 and 8 at level 3! However, his attack is reset to 1, like the viking, every time he levels up. I hope this works better now!


-Randomness! Attacks that targeted a random unit had a... questionable, let's say, way of choosing who to attack. Now it's truly random! I hope it doesn't crash!


That's all for now! Thanks for playing!!!!

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18

Posted by Stopsignal - November 6th, 2023


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Now there is a new enemy, the Royalist! he can be countered by tough units. He also lightly counters throwers, but with some wit you can work around that, i'm sure! 


He is here to kinda nerf the Snitch, though indirectly. They will share the same spawn tier!


He also adds lots of chaos to the battlefield. Still not sure about that, please give feedback!


Now units have different looks depending on level! Please do also tell me which ones are your favourites, hahahah

Still need to update some things for the tier 4 units, but for now, the game is as is!

Also some other changes based on feedback!!


19

Posted by Stopsignal - October 29th, 2023


With some bugfixes and small balance changes. Now going for strong melee combos should be easier, and some units were swapped around to make early combos more fun and easy to do.

also some bugfixes?


i am extremely sleepy and these days have been hell so i'll post a more expanded changelog tomorrow oops


also the game won a prize! i'll write about that tomorrow too!


12

Posted by Stopsignal - July 27th, 2023


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Hey, it's my birthday! And to celebrate, i'm posting here that the demo for Burning Down is available on itch.io!


Please check it out, and leave some feedback! I'm actively working on this at the moment. I want to add a tutorial next, but for now please read the page for the controls!


That's all! Thanks for reading!!!


https://stopsignal.itch.io/burningdown


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Posted by Stopsignal - May 21st, 2023


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GREETINGS!!!


twitter - itchio - newgrounds

follow me, please! <3



As many people seem to have loved Auto Necrochess, i'm gonna write some words about it!

First of all, a thanks to all of you who played, rated, and reviewed the game!

I am amazed at the amount of feedback it got, and the response. I honestly didn't think it would grab so many people!


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I know the Super Auto Pets formula is a winning one, but Auto Necrochess introduces an extremely niche set of changes to that kind of game. After all, you usually don't see PVE autobattlers. Or maybe i'm just living in bubble? If you know any, share!


But THANKS!!!!! I'm honestly surprised. Also, i got a bunch of followers on here and twitter!

Almost 500 more here. Little me would be so extremely surprised and proud. I have been most of my life here, and to see it slowly pay off is extremely rewarding :)


I still remember the time i got my first frontpage! I was so excited, i told my parents about it, and watched the frontpage with glee. I still do, honestly :)




Now, for the stats:


The game was played a whopping 94000 times, more or less, with some 1700 downloads!!! This is, of course, counting the Itch Io stats too:

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And this has been the overall interest in the game in Itch.


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Note the sudden peak in views, that was the update! Seems Itch Io really likes you to update your game, and make posts about it! If you are a developer, always remeber to do that!


I think it's important to show this stuff, to show people the reality of making games!

For example, i know i can't really live off this, hahahaha


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That doesn't mean i don't apprecciate this!!! Not at all!!! I am always extremely effing flattered people decide to donate, it's really validating!

So if you did, you know who you are, thanks a lot!!!! It probably went into paying for rent. (luckily i have a job, so i'm fine, but it helps when the money gets thin, which happens sometimes!) So thanks all of you <3 (:


So if you are a dev, consider getting some other avenues for revenue. I want to make a Patreon, i just don't think i will get enough, if any, people, and that disencourages me a bit.

I wish i could talk with more of a position of authority on this topic, but i have no experience with publishers, and the only time i sold a game, i did it in a bundle with other games. The game alone barely sold! Bundle was great however.


But maybe this information can help you in some way, if you are a dev!




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Now, what about updating the game, making a sequel, anything?


Well, i've been doing some more coding on the game. I heard your thoughts, guys! I read literally every single review, though i feel bad i don't reply to most of them (i kind of get anxious about it, leave it for later, and then never do it)


Some of you made some awesome points, and gave some really good feedback, negative and positive!


So what can you guys expect? Well, first of all, i'm extremely inspiration driven so if i never ever get inspiration to work on this again i'm sorry! But i got some ideas:


  • Add a new level for the game, with new enemies and boss. (i've got ideas!)
  • Add new cards.
  • Add a card selector, like the deck builder in Super Auto Pets.
  • Fix bugs and erroneous texts.


That's it!!!

However, there are some other features that can't be implemented at all, like a fast forward, dragging units, etc. The code is just extremely tangled up and i just can't. Sorry!


I really really want to make a sequel fixing the game, and remaking it from the ground up. Maybe with different levels, every time being harder and lasting longer, while building and upgrading a deck, until reaching the King.


So, basically, adding some FTL mechanics!

Kinda like this game, Shogun Showdown, which i recommend a LOT if you liked necrochess. It's not an autobattler, but i swear, it's cool.


What am i working on now, apart from this?



Well, there is Trail Of Pigs 2!


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Now going full open world (something akin to Mount And Blade, kinda?), with different objectives to complete before you die of hypothermia or get brutally killed. It's fun!


It's already quite playable, and honestly, extremely fun to play, it just needs a lot of content, and to have some UIs done and some mechanics completed. But it's mostly content. It's a procedural world, it will be a pain to fill! hhahahah


Then there is Burning Down!

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I LOVE how this game is turning up, but it needs a little spark that is missing now. Something to spice up the gameplay. For now i've been opening the project every few days, touching some stuff, and then leaving it. It's not canceled!! Over my dead body i would leave so much work to rot! I just need to find some more ideas to make the game shine, as i fear the core loop simply isn't enough.


But i already got all the story in my head! Yes, this is an STORY game. A new one for me, as in my other projects, the story was kind of an excuse. But i'm excited to tell it!




Those, along with updating Necrochess, are my main projects.


I've got a few more i'm testing and toying with!


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I won't say much more, to not build any hopes up, hahahahah.


I hope you liked this stats stuff, and wish you guys the best! Thanks for reading, and if you played my games, thanks a lot!!!!! I hope to continue making more!


twitter if you wanna follow! please do i want to reach 1k before that page finally dies, hahahaha


21

Posted by Stopsignal - April 10th, 2023


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Hello!!! First of all, i'm happy to announce that we won game of the month in Newgrounds!

I feel AMAZING. I grew up on here and it's great to see my stuff be well received. Thanks everyone who voted!

I've been receiving tons of valuable feedback, comments from friendly devs, cool stuff! Also, some minor bugs here and there. Therefore, stuff needed to be updated. Let's talk a bit about those!!!


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1 -- In the feedback i saw some units that were getting absolutely no love, and some that were getting a bit too much. 


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-The Big Boned seemed to be almost a must buy at late game, a win button, so he had to be toned down a bit. Didn't want to attack his main attribute, the building up damage thing, so at least i had to touch up his life. With 2 less health, he should at least receive some extra support before becoming a wrecking ball.


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-The Bard was also nerfed a tad. 1 less damage on levels 2 and 3, though this is really needed- this update heavily buffs spawners. Let's check them out:


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-Rats were completely reworked. Now they always spawn minions. At level 1, they spawn 1 ratling. At level 2, they spawn three. At level 3, they spawn three ratfolk. Note that ratlings can't ever gain HP, so this is even more "numbers over strength" than the Summoner. I think they are a tad too strong with the right Bard. from 1 ratling to 3 ratlings at level 2, it's a bit too much of a jump in strength. I'll see if i rework them a bit more in the future!


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-The Flying skulls were buffed significantly, and i just made a really small change: now items stay between different flyind skull summons. I won't spoil what kind of synergies you can make with this, but they are a bit too damn powerful too. I hope i'm not powercreeping the skeletons too much, ha!


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-The Assassin was reworked a bit. Now at level two it throws two knives for (2) and (1) damage respectively. At level three, it goes like (3) (2) (1). The assassin could't even kill at later levels, ironically. He did damage, but he almost never could secure the kill. This should help! I did forget to update the typo in the name, though. Oops. Just remembered that one.


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-Excalibur was reworked a bit, overall buffed. He has less starting life now, but more damage, meaning he can start to build up damage way faster. From 2 to 6 in one upgrade! Maybe too strong? He is still quite weak without support, though.


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-Level 3 Milkman now gives shield. Just thought the milkman himself wasn't too amazing after level 2.


-Mausoluem now gives 1 coin on buy, 2 on buying an upgrade. I'm scared about this one, it might be too strong. It feels like i'm giving the upgrade for free almost, might make the game too easy. Let's see how it turns out.


-Farmer is now tier 3 instead of 4. It was useless in the fourth tier. Maybe it can shine better here?


-The King now starts a bit weaker, just a tad, and becomes way stronger in later turns. If you build your army too slowly, and go over the tenth turn, he might start to build up strength way too fast!

That should spice things up!!


2 -- Now you can always spy, provided you pay 2 coins after the first three tries. It' s a bit expensive, but it's the price of knowledge! This should spice things up a bit, though it's hard to balance something like this. Two coins might be too much, but with the mausoleum buffs it could be not enough!


3-Fixed??? a bug with the archers, rocker, summoner and bard. I HOPE. Thanks to everyone who reported this!!! I saw every last one of those messages, you guys are AMAZING.


I hope that's all!!! And i hope you like the changes! - I'll let this game rest for a while, gotta make a game about violent pigs shooting each other. And one about a struggling firefighter.


-Stop


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also, you can press the O and the N while in the game for spooky vibes


15

Posted by Stopsignal - March 16th, 2023


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After struggling to live with no job, a girl becomes a necromancer and tries to overthrow the King.


AHHHH i'm so excited, and the feedback i've been getting is so great!!

This was supposed to be an small game to rest from, eh, another small game i was doing (that was started to rest from the firefighter game, damn!)

It ballooned a LOT, but it was so worth it.


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Please go and give it a try!!! It's here on my profile page, and also on itch io!

im so excited WOOO


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