Duelstar Antti Salama Genres: Games Board Action $1.99 USD Supported Devices: iPad2Wifi iPad23G iPhone4S iPadThirdGen iPadThirdGen4G iPhone5 iPodTouchFifthGen iPadFourthGen iPadFourthGen4G iPadMini iPadMini4G iPhone5c iPhone5s iPhone6 iPhone6Plus iPodTouchSixthGen Minimum iOS Version: iOS 9.0 Download Size: 56.1MB Duelstar Antti Salama One button local multiplayer space melee! - Simple one button controls - Local multiplayer for 2 players on 1 device - F… $1.99 Buy Now Watch Media DetailsOne button local multiplayer space melee! - Simple one button controls - Local multiplayer for 2 players on 1 device - Fast paced old school space dogfighting - Now 8 Unique ships! - 2 Modes: 1P Practice, 2P Versus - Big pixels - Universal build for iPhone and iPad - No ads, no In App Purchases - Worth it! Information Seller:Antti Salama Genre:Action, Board Release:Nov 10, 2016 Updated:Dec 08, 2016 Version:1.2.1 Size:56.3 MB TouchArcade Rating:Unrated User Rating: (1) Your Rating:unrated Compatibility:HD Universal Kyynele Member Mar 1, 2015 24 0 0 Game Artist/Dev Tampere, Finland #2 Kyynele, Nov 11, 2016 I don't know how this posting a game here is supposed to work, so I used the generator. Hope that's ok? Anyway, my new game Duelstar is out! I made a new release gameplay video, too, featuring the main menu, all the characters, and the main theme of the game, that didn't fit in the App Preview video: Collin Well-Known Member Jul 29, 2010 719 46 28 Graphic Designer/Illustrator/Art Director Colorado Springs, CO https://www.theislandsofmisfitcreativity.com/ #3 Collin, Nov 12, 2016 I got a Star Control II pvp vibe from the trailer. Was that an inspiration for this game? Kyynele Member Mar 1, 2015 24 0 0 Game Artist/Dev Tampere, Finland #4 Kyynele, Nov 12, 2016 Very much so. I'm hesitant to mention it in any "official" context, as I obviously don't have anything to do with the brand itself, and very much hope to avoid any unnecessary legal issues. In the 90s, I used to spend countless hours battling my brother in SC II. One of the prime motivations while developing Duelstar was to capture the feel of those moments, while updating on some core mechanics that were obviously limited by that time's technology, like adding smooth turning and camera movement. The other major influences on some aspects of the game's design - that I'm aware of - are the current hero based FPS shooters, fighting games, and a ton of old, mostly Japanese shoot'em'ups. Collin Well-Known Member Jul 29, 2010 719 46 28 Graphic Designer/Illustrator/Art Director Colorado Springs, CO https://www.theislandsofmisfitcreativity.com/ #5 Collin, Nov 12, 2016 Sweet! Sold! Kyynele Member Mar 1, 2015 24 0 0 Game Artist/Dev Tampere, Finland #6 Kyynele, Nov 17, 2016 Patch 1.1.0 is out! The major addition is a 7th character+ship, a malfunctioning defense droid X11-T with homing missiles. Also includes some minor AI tweaks! Here's the new ship in motion: https://gfycat.com/LiquidScarceHind I'm already working on the 8th ship, which will feature a life leeching ability, and is feeling quite fun. I'm expecting to get that one out by next friday. ShaggyPKA Active Member May 16, 2013 42 0 6 #7 ShaggyPKA, Nov 17, 2016 Thanks for the new ship! Very fun. It's great to hear that you already have a timeline for the next ship. I'm very glad I bought this TheIronBeagle Well-Known Member Jul 10, 2016 80 0 6 Hardcore gamer Gravity Falls #8 TheIronBeagle, Nov 22, 2016 I just downloaded, and I have to say this is a great game. Nice simplistic control scheme, cool maps, great design. IMO Ione and Vega are the best chars, I can beat my friends with no losses using them . Keep bringing those updates! Kyynele Member Mar 1, 2015 24 0 0 Game Artist/Dev Tampere, Finland #9 Kyynele, Nov 22, 2016 Great to hear you like it. Also, awesome to hear which ships you feel are strong. For Vega, in the last test I had before the launch, the testers unanimously agreed that Vega had the weakest ship. I only gave him a slight boost to turning speed, and apparently that was enough to boost him to expected levels. I'd also be interested to hear which ships the players consider weakest. The balance of the game isn't set in stone, and I'd prefer as many ships as possible to be fun to play with and against. Anyway, I might've gone overboard with the black update coming on black friday. It's got a new black ship, new star types including black holes, and a new black winning screen for the AI among others. Here's a preview clip of the new ship: gfycat link in case the gif loads too slowly: https://gfycat.com/BarrenHonorableEyra TheIronBeagle Well-Known Member Jul 10, 2016 80 0 6 Hardcore gamer Gravity Falls #10 TheIronBeagle, Nov 23, 2016 Great to hear that you're still developing the game. Can't wait for the update to hit the store and try out that new ship. Quick question: do you plan to bring new maps to the game, or will there only be the one map with new features added to that one? Also: Go Vega! It's great to see the shells blasting out into space as I annihilate the other ships. ShaggyPKA Active Member May 16, 2013 42 0 6 #11 ShaggyPKA, Nov 23, 2016 Update looks great and I'm excited to see how the black holes affect things. In terms of which ship is weaker, my wife and I both feel that Spike is the weakest. He's fun and quick, but to get good shots in, he often has to get himself pretty hurt in the process. Thanks for this awesome game! B30 Well-Known Member Sep 10, 2012 164 0 16 Planet Earth #12 B30, Nov 23, 2016 Is there some sort of singleplayer mode planned? Kyynele Member Mar 1, 2015 24 0 0 Game Artist/Dev Tampere, Finland #13 Kyynele, Nov 24, 2016 I'm not 100% sure what you mean here, but I don't at the moment have plans to have other environments besides open space. I could see, sometime in the future, there being levels in which you don't have a sun in the middle and asteroids here and there, and instead there'd be massive geometric blocks of space debris - but this would still be in space, and would still share the wrap around edges and likely most of the basic background assets. I'm unsure at which point the map can properly be called a new map instead of a variation. Anyway, during the development, it became obvious that there needs to be something between the players spawn positions, or a lot of the games would turn out to be just both players ramming against each other at the beginning and one of them dying within 2 seconds. The object (at the moment always a star) in the middle forces players to move before striking, which in turn leads to more interesting fighting maneuvers. Most of the other space in a level is empty so that it wouldn't distract from the combat, and so that the players get to concentrate more on beating each other instead of beating the level. I feel that the game works quite as designed considering these at the moment, but am open to hear what sort of things you think might work in the game as well. I'm sorry to tell you that the black hole mechanics didn't end up majorly different from the current star ones. I initially planned to remove the collider from the black holes, so that ships and things could get properly sucked into them, but in game it felt quite bad. It would too often happen that when the camera is zoomed in to the battle, one of the ships would fly close to the black hole that just appeared from the edge of the camera, and the player would have no time to do anything but watch the ship get inevitably destroyed, even from full health. So, in the coming patch, the only difference the black holes make is that they have a much larger gravity well than the other star types. It makes a game play difference, but likely isn't as drastic as you could imagine. And yeah, Spike has been a hard one to balance, as his ship is intentionally a jack of all trades. He's not the best at anything, and not the worst at anything. And it's hard to really shine if you're not the best at anything. I'll look into increasing his bullet velocity and range slightly in future updates, I feel that it might do the trick. The single player mode currently in the game is exactly the same as against another player, just against AI. It's labeled "Practice" only because beating the AI just can't be as much fun in the long term as beating another live player, and if you buy the game solely for the single player experience, I fear you will be missing the best the game has to offer. The 1P Practice mode also does provide a decent amount of challenge if you want it to. Once you get decent in the game, you should be able to beat the AI every time, but managing to get the Domination Win (5 wins, 0 losses) using any ship is pretty hard. At least for me. There are no plans of any deep single player meta game, there will be no galaxy maps, no grinding, no currencies, no upgrading or buying things or such things. I however would really like to add in a simple 1P Challenge mode, like in some old arcade fighting games. Something in which you pick a character, and then linearly proceed to fight all the other characters. With perhaps a special boss battle in the end, and maybe some dialogue fluff between matches. But considering especially all the extra UI work required by this, it's a big feature to add for a 1 man development team, so I can not make any promises at this time. Thanks for the comments and questions and sorry for the massive wall of text! Also apologies if I appear overtly negative, I'd just rather be remembered as the developer that under promised and over delivered than the other way around. TheIronBeagle Well-Known Member Jul 10, 2016 80 0 6 Hardcore gamer Gravity Falls #14 TheIronBeagle, Nov 24, 2016 I found that the best way to play Spike was to get to the back of the other ship with his superior speed and get some free hits in while your opponent is turning. But I agree, his range is quite bad, he can get sniped pretty easily by longer range chars, and the homing bullets of some ships. Maybe Spike range increase? TheIronBeagle Well-Known Member Jul 10, 2016 80 0 6 Hardcore gamer Gravity Falls #15 TheIronBeagle, Nov 24, 2016 I was wondering if you could eventually select a map, like levels, as opposed to the one map we have right now. I'm totally fine with the way it is now-just wondering what will happen to it in the future. That would be awesome. I think it would be great to have a mode to practice with specific characters, as opposed to having to get a random character at the beginning or choosing between two randomly selected chars. Just adding that would be a huge plus for me. B30 Well-Known Member Sep 10, 2012 164 0 16 Planet Earth #16 B30, Nov 24, 2016 A 1 player challenge mode would be really cool, exactly what I had in mind. elektrisko Well-Known Member Nov 20, 2016 45 0 0 #17 elektrisko, Nov 24, 2016 Love the Nintendo style visuals! Kyynele Member Mar 1, 2015 24 0 0 Game Artist/Dev Tampere, Finland #18 Kyynele, Nov 24, 2016 The 1.2.0 'Black' patch is now out! Mrwubbs Well-Known Member Feb 19, 2012 498 0 16 #19 Mrwubbs, Nov 25, 2016 I just downloaded this and played with my stepbrother. The game is brilliant. Best same device multiplayer game I've ever played. Kyynele Member Mar 1, 2015 24 0 0 Game Artist/Dev Tampere, Finland #20 Kyynele, Dec 7, 2016 Awesome! I've been busy adding the finishing touches to another game I had almost ready, and on other stuff I'd been neglecting. I don't like to bump threads without much to say, so I'm happy to let you know I've just submitted a new, small 1.2.1 patch, and expect it to come out this friday. It's going to introduce glowing asteroids that contain powerups. Initially there will only be healing powerups, but I've got some ideas for other kinds of powerups that may come in future patches. There's also a slight projectile speed buff for Spike as discussed in this thread, and Liz's health globes can no longer go through stars, so you'll have to look where you're going a bit if you want to collect them. (You must log in or sign up to post here.) Show Ignored Content Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
I don't know how this posting a game here is supposed to work, so I used the generator. Hope that's ok? Anyway, my new game Duelstar is out! I made a new release gameplay video, too, featuring the main menu, all the characters, and the main theme of the game, that didn't fit in the App Preview video:
Very much so. I'm hesitant to mention it in any "official" context, as I obviously don't have anything to do with the brand itself, and very much hope to avoid any unnecessary legal issues. In the 90s, I used to spend countless hours battling my brother in SC II. One of the prime motivations while developing Duelstar was to capture the feel of those moments, while updating on some core mechanics that were obviously limited by that time's technology, like adding smooth turning and camera movement. The other major influences on some aspects of the game's design - that I'm aware of - are the current hero based FPS shooters, fighting games, and a ton of old, mostly Japanese shoot'em'ups.
Patch 1.1.0 is out! The major addition is a 7th character+ship, a malfunctioning defense droid X11-T with homing missiles. Also includes some minor AI tweaks! Here's the new ship in motion: https://gfycat.com/LiquidScarceHind I'm already working on the 8th ship, which will feature a life leeching ability, and is feeling quite fun. I'm expecting to get that one out by next friday.
Thanks for the new ship! Very fun. It's great to hear that you already have a timeline for the next ship. I'm very glad I bought this
I just downloaded, and I have to say this is a great game. Nice simplistic control scheme, cool maps, great design. IMO Ione and Vega are the best chars, I can beat my friends with no losses using them . Keep bringing those updates!
Great to hear you like it. Also, awesome to hear which ships you feel are strong. For Vega, in the last test I had before the launch, the testers unanimously agreed that Vega had the weakest ship. I only gave him a slight boost to turning speed, and apparently that was enough to boost him to expected levels. I'd also be interested to hear which ships the players consider weakest. The balance of the game isn't set in stone, and I'd prefer as many ships as possible to be fun to play with and against. Anyway, I might've gone overboard with the black update coming on black friday. It's got a new black ship, new star types including black holes, and a new black winning screen for the AI among others. Here's a preview clip of the new ship: gfycat link in case the gif loads too slowly: https://gfycat.com/BarrenHonorableEyra
Great to hear that you're still developing the game. Can't wait for the update to hit the store and try out that new ship. Quick question: do you plan to bring new maps to the game, or will there only be the one map with new features added to that one? Also: Go Vega! It's great to see the shells blasting out into space as I annihilate the other ships.
Update looks great and I'm excited to see how the black holes affect things. In terms of which ship is weaker, my wife and I both feel that Spike is the weakest. He's fun and quick, but to get good shots in, he often has to get himself pretty hurt in the process. Thanks for this awesome game!
I'm not 100% sure what you mean here, but I don't at the moment have plans to have other environments besides open space. I could see, sometime in the future, there being levels in which you don't have a sun in the middle and asteroids here and there, and instead there'd be massive geometric blocks of space debris - but this would still be in space, and would still share the wrap around edges and likely most of the basic background assets. I'm unsure at which point the map can properly be called a new map instead of a variation. Anyway, during the development, it became obvious that there needs to be something between the players spawn positions, or a lot of the games would turn out to be just both players ramming against each other at the beginning and one of them dying within 2 seconds. The object (at the moment always a star) in the middle forces players to move before striking, which in turn leads to more interesting fighting maneuvers. Most of the other space in a level is empty so that it wouldn't distract from the combat, and so that the players get to concentrate more on beating each other instead of beating the level. I feel that the game works quite as designed considering these at the moment, but am open to hear what sort of things you think might work in the game as well. I'm sorry to tell you that the black hole mechanics didn't end up majorly different from the current star ones. I initially planned to remove the collider from the black holes, so that ships and things could get properly sucked into them, but in game it felt quite bad. It would too often happen that when the camera is zoomed in to the battle, one of the ships would fly close to the black hole that just appeared from the edge of the camera, and the player would have no time to do anything but watch the ship get inevitably destroyed, even from full health. So, in the coming patch, the only difference the black holes make is that they have a much larger gravity well than the other star types. It makes a game play difference, but likely isn't as drastic as you could imagine. And yeah, Spike has been a hard one to balance, as his ship is intentionally a jack of all trades. He's not the best at anything, and not the worst at anything. And it's hard to really shine if you're not the best at anything. I'll look into increasing his bullet velocity and range slightly in future updates, I feel that it might do the trick. The single player mode currently in the game is exactly the same as against another player, just against AI. It's labeled "Practice" only because beating the AI just can't be as much fun in the long term as beating another live player, and if you buy the game solely for the single player experience, I fear you will be missing the best the game has to offer. The 1P Practice mode also does provide a decent amount of challenge if you want it to. Once you get decent in the game, you should be able to beat the AI every time, but managing to get the Domination Win (5 wins, 0 losses) using any ship is pretty hard. At least for me. There are no plans of any deep single player meta game, there will be no galaxy maps, no grinding, no currencies, no upgrading or buying things or such things. I however would really like to add in a simple 1P Challenge mode, like in some old arcade fighting games. Something in which you pick a character, and then linearly proceed to fight all the other characters. With perhaps a special boss battle in the end, and maybe some dialogue fluff between matches. But considering especially all the extra UI work required by this, it's a big feature to add for a 1 man development team, so I can not make any promises at this time. Thanks for the comments and questions and sorry for the massive wall of text! Also apologies if I appear overtly negative, I'd just rather be remembered as the developer that under promised and over delivered than the other way around.
I found that the best way to play Spike was to get to the back of the other ship with his superior speed and get some free hits in while your opponent is turning. But I agree, his range is quite bad, he can get sniped pretty easily by longer range chars, and the homing bullets of some ships. Maybe Spike range increase?
I was wondering if you could eventually select a map, like levels, as opposed to the one map we have right now. I'm totally fine with the way it is now-just wondering what will happen to it in the future. That would be awesome. I think it would be great to have a mode to practice with specific characters, as opposed to having to get a random character at the beginning or choosing between two randomly selected chars. Just adding that would be a huge plus for me.
I just downloaded this and played with my stepbrother. The game is brilliant. Best same device multiplayer game I've ever played.
Awesome! I've been busy adding the finishing touches to another game I had almost ready, and on other stuff I'd been neglecting. I don't like to bump threads without much to say, so I'm happy to let you know I've just submitted a new, small 1.2.1 patch, and expect it to come out this friday. It's going to introduce glowing asteroids that contain powerups. Initially there will only be healing powerups, but I've got some ideas for other kinds of powerups that may come in future patches. There's also a slight projectile speed buff for Spike as discussed in this thread, and Liz's health globes can no longer go through stars, so you'll have to look where you're going a bit if you want to collect them.