ctmatthews

Indie game developer

a trans woman in the UK making 2D action games about ducks:

Ducky's Delivery Service (Steam/itch/Switch)

Chessplosion (Steam/itch)


i mostly post on my Blog / Newsletter / Patreon


i play fighting games! i won Evo in 2021.


pfp/header by NomnomNami


πŸ“° Blog
ctmatthews.com/blog
πŸ’Œ Newsletter
ctmatthews.com/newsletter
βœ‰οΈ Contact (email/DM)
ctmatthews.com/contact
πŸ’» itch.io
ctmatthews.itch.io/
🐣 Patreon
patreon.com/ctmatthews
πŸ–ΌοΈ pfp/header by NomnomNami
nomnomnami.com/

Chessplosion's gauntlet mode is out now on Steam and itch.io!

Gauntlet mode is a new arcade-inspired game mode where you score points by quickly chaining hits on enemies without taking damage. It's a bit like a linear version of dungeon mode with no upgrades, no backtracking, and nothing but action.

Gauntlet mode also has local and online co-op multiplayer (with rollback netcode) for 2-4 players! Friendly fire is enabled, so please embrace the chaos.

More thoughts about gauntlet mode:


I love arcade games! Pretty much all of my favorite single player games are either arcade games themselves, or stick closely to the standard arcade game formula: 10-30 minute runs full of intense action with no filler or downtime, with a scoring system that encourages taking risks and playing aggressively, and enough randomness to keep things interesting without ruining any individual run's chance of getting a competitive score (e.g. "you have to quickly read this randomized bullet pattern and react accordingly" is great, but "sometimes the dungeon randomly doesn't give you any strong upgrades or a quick path to the boss" is not).

As much as I love all of Chessplosion's game modes, none of them scratched that arcade game itch for me. So I decided to make a new one.

I gave it a scoring system that rewards you for chaining together hits and taking no damage, Dodonpachi style, but dropping a chain just causes the chain counter to slowly drain instead of instantly resetting back to zero. Aside from chaining, scoring is mostly just a matter of clearing rooms as quickly as possible and trying to avoid taking damage. It's not the most complicated scoring system in the world, but it's a lot of fun.

Online co-op is something that I've wanted to try out for a long time, both in Chessplosion and in other games that I make in the future. Chessplosion's bombs and explosions were programmed in a way that makes it very hard to disable friendly fire without causing lots of bugs, and I was worried that Chessplosion co-op with friendly fire enabled would be unplayably chaotic. But I tried it anyway and it was far more fun than I expected! Just don't get annoyed at each other when you accidentally blow each other up, because it's practically unavoidable.

I love how gauntlet mode turned out, and I'm now perfectly happy with Chessplosion's single player content as a whole. I hope you all enjoy it too! Huge thanks to @chunderfins for helping me test online co-op, and to all the translators who translated gauntlet mode at such short notice!


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