Jun 3, 2020
ITTA - Glass Revolver
Hey everyone! I'm happy to share with you today that Trading Cards are finally available in ITTA! You should start seeing them as drops on your Steam account, along with the badges and backgrounds of course. I hope you enjoy them!

I also wanted to let you know that I'm hard at work patching out some lingering pesky issues with ITTA. While I have made the decision not to expand the game with additional content, I will of course continue to address any bugs I can that are reported. It means a great deal to me that people would like to continue to play more ITTA, but as a single developer, I hope you can understand my desire to take what I've learned from this game and apply it forward.

ITTA was always intended to be a comparatively small, very personal project - especially since it's my first game! - with a finite end to it. I've learned a lot from it that I plan to take forward into my next titles, and a large part of that is due to all the wonderful feedback you all have given me. Whether good, bad, or in between, I've read all the comments and reviews people have left and done my best to think critically on them and how I can use that feedback to grow.

Thank you for your support of ITTA! Please continue to report any bugs you might find, and follow me on Twitter @ittas_gun's for more updates about my work.
May 18, 2020
ITTA - Glass Revolver
VER 1.59 is now live!

- This update fixes a textbox crash. Now when players speed through the smithy's dialogue and have a physical weapon, the game will not crash.

- Visual glitch that allowed multiple rolling Itta's has been fixed.

- Moving while petting sheep/koki has been fixed.
May 4, 2020
ITTA - Glass Revolver
Hey everyone! Today's ITTA patch fixes a lot of issues with the game. Read the full patch notes below for details. Thank you to everyone who sent me a bug report and helped me track these down. Please keep reporting any issues you find, along with steps to reproduce!

On my end, I'm making some final tweaks to the Trading Cards and other materials, so hopefully I'll be able to share those with you soon!

ITTA's release has been a whirlwind, and I'm still focused on polishing up any last bugs or other issues that might arise. I also really appreciate everyone who's taken the time to review the game! Learning what people responded to, as well as what they didn't, have been a great learning experience for me.
Thank you once again to everyone for all your support.

Please stay safe and well!

PATCH NOTES:

- Various small bug fixes
- Text box crash fix
- FPS drop fix (due to lighting cycle)
- FPS drop fix when breaking Pillars in front of Corrupt Mother boss room
- Sword stops working during Mono boss fight fix
- Map incorrectly showing defeated bosses as alive bug fix
- White rectangle showing upon death bug fix
- Oro boss crash fix
- Dying Wolf Boss movement bug fix
- Unique cursors for each weapon (Allow players to more easily tell what weapon they've selected)
- When using a controller there is a secondary cursor close to the player so they can more easily tell where they are aiming.
ITTA - Glass Revolver
Hey everyone! As of today, ITTA has officially been out for one week. One very wild, overwhelming week!
First, let me take the time to thank everyone who played and reviewed ITTA. I've read all of it, the good and the bad, and all of it is incredibly useful. To see people not only enjoying the game, but to also take the time to send feedback about it, means a lot. It's a really weird feeling to see people reviewing something you spent so long on, but a really good one, too.

Second, I've been thinking a lot about things people have been asking about, like additional modes for replayability, or increase the difficulty, other items. I had always intended ITTA to be an accessible bullet hell, and a self-contained experience, so I want to take some time to think on all the suggestions I'm seeing, and think on what small changes might be feasible. I'm sure you can understand that for a solo game developer, these sorts of things take time to perfect and implement (to say nothing of balance and QA!), so I appreciate your patience while I work!

Finally, we have a few things incoming! The game has been approved for trading cards, badges, and emoticons, so those are on the way soon. Also, I'm working on a patch to address a bunch of bugs. Thank you to everyone who has reported those, seriously! It's a life saver.

In the meantime, have I said thank you enough? Well, I'll say it again. Thank you for your support, and for supporting ITTA! For my first game, much less as personal a one as ITTA, this has been an incredible reception, and I appreciate it from the bottom of my heart.
ITTA - Glass Revolver
Crash fixed. Some players had the King boss crash when it both died and teleported at the same time resulting in :

############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_boss4_teleport:

Unable to find any instance for object index '424' name 'obj_king_parent'
at gml_Object_obj_boss4_teleport_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_boss4_teleport_Step_0 (line -1)

Sorry for the inconvenience!
Apr 23, 2020
ITTA - Glass Revolver
Hey everyone! Thank you so much to everyone who has checked out and supported the game. It's been an intense, exciting time. I've been reading all your comments and reviews, and watching all your videos. It's been really rewarding, and enlightening, to get so much feedback for my first game, and I can't thank you enough.
I wanted to push a small hotfix today that addresses the difficulties players were encountering with a specific boss, the King.

- The King will now telegraph his teleport attack properly, giving you a chance to react and dodge quickly
- The camera movement that occurs when the giant sword comes into the arena has been removed. (This impacts all encounters that use this specific attack.)

A larger patch will come once we've sifted through all of the bug reports so far, but I wanted to take time to address this quickly to (hopefully!) make the experience a little smoother. Please continue to drop any bug reports in the forum. It's really helpful!
Thank you again for all your support. This means the world to me. If you've played ITTA, it would be incredibly helpful if you could leave me a review. As I mentioned, I do read them, and all feedback will help me continue to grow as a developer, and make even better games down the road.
Cheers!
Apr 22, 2020
ITTA - Glass Revolver
Hey everyone! It’s the big day! ITTA is finally available to play worldwide on Steam and Nintendo Switch!

It’s still weird to me that something I’ve worked on for so long is finally finished. Over ITTA’s development, the game has changed a lot, in ways both big and small. For my first major game to be available in so many languages, to so many people, well, it’s kind of mind-blowing to me.

If you pick up ITTA and try it out, thank you SO much! It means the world to me, and I hope you’ll consider leaving a review so I can learn from your experience and see what you thought. I’m always looking for feedback of all types to see how I can grow for the future.

If you encounter any bugs, please let me know in the forums with details (how to reproduce, your system specs, any screenshots, etc) and I will do my best to try and address it ASAP.

While ITTA is not a story-centric game, I’ve talked before, such as in this article about the game by PC Gamer, about how it was inspired by a serious time in my life in the beginning. While some of those themes and elements are still there, the game has ended up in a different place as my own life has changed for the better. I hope I’ve managed to communicate that, too.

Thank you for all your interest and support, and I hope you enjoy the game!
ITTA - Glass Revolver
Hey everyone! Thank you so much for all your support for the launch announcement. I have another piece of news I'd like to share, and that's about ITTA's localization.

I'm happy to announce that on launch, ITTA will be available in:

French
Simplified Chinese
German
Portuguese BR
Russian
Spanish
Japanese

Leading up to launch, I'm still polishing up last-minute bugs and other tidbits. If you haven't already, please wishlist ITTA here on Steam! Not only will you be notified when the game is released, it'll also help the game itself.

Thank you!
ITTA - Glass Revolver
I am incredibly proud, happy, and excited to announce that ITTA will be released on April 22nd for PC and Nintendo Switch!

Thank you to everyone for all your support so far. We're so close!

ITTA - Glass Revolver
Hey folks! Happy February! ITTA is still going through some bug-fixing and QA, so I thought I would share a look at ITTA’s main gameplay feature… mainly, those bosses!

So, if you’re going to make a boss-rush game, you need bosses that are exciting and interesting to fight, not just something that soaks/throws out a lot of damage. I’ve always been proud of the way ITTA’s bosses look and feel, and how they relate to the setting, but midway through last year I decided to spend some time really digging into making the way they play feel distinct as well. Revamping 18 bosses was no small feat, but thanks to some guidance and feedback from my publisher, I’m really happy with the result!

One of the best ways to illustrate this is with the first boss in the game. This golem is supposed to essentially act as a tutorial. They’re less difficult than the other bosses, since the goal for you is to get your “sea legs”, so to speak, and get a feel for how the game controls. Still, they should set the tone for what you can expect going forward, so some fairly significant changes were made!



The first and simplest one is that the boss now moves faster and is more aggressive in pursuing the player. It makes the fight a lot more intense and menacing. The second thing I implemented was a clear shift in the middle of the fight. After the player does enough damage to the boss, it starts gets angrier and starts shifting its attacks up. It’ll even begin slamming the ground and sending out much more dense showers of projectiles.



But the biggest change is the addition of this black… goop. You’ll learn more about it in game and what it represents, but now, later on in the fight, nasty black gunk will start to fall from the ceiling. It’ll turn into floating balls that will both form up around the boss to help protect it, and home in on the player, so they’ll need to shoot to destroy them.



I’ve implemented these same changes across nearly every boss in the game, in different ways. Some might summon a giant hand that sweeps the battlefield, or spawn in an enormous sword that spears towards you. And of course, I’ve spent a lot of time tweaking things like speed, damage output (both from the player and the bosses!), and more. The end result is (I hope!) that the bosses will all keep you on your toes, and provide a nice escalating challenge as you go.



As always, thank you so much for your time and support! If you haven’t already, please wishlist the game here on Steam! I’ve been working on ITTA for several years now, and it feels like a dream to realize I’ll finally get to share it with you all soon. Thanks for reading, and stay tuned!
...

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