Devlog

The development diary of the games and the site: what changed, day by day, newest first.

· The ufotizio.com site

The site gets found

  • Every page has its own address in Italian and in English (for example /ciccio-massacro and /en/cheech-carnage), so search engines find both languages.
  • The game pages tell what you can do in each game.
  • This devlog is born, with the story of the games and the site from day one.
  • Sitemap, descriptions for search engines and previews for when you share a link.

· The ufotizio.com site

ufotizio.com is born

  • The games are played right in the browser, with keyboard and mouse, controller or touch.
  • Passwordless accounts, with a link by email: your saves follow you on every device.
  • Fullscreen always in landscape, phones included.
  • Under each game, its pictures and the link to download it from itch.io.
  • The site is in Italian and in English, and the language you pick applies inside the games too.
  • The green theme and Ufotizio's face come from its logo.

· Cheech Carnage

Cheech Carnage, English and the web version

  • The game speaks English too, and in English it's called Cheech Carnage.
  • itch.io page and tutorial in Italian and in English.
  • Web version for ufotizio.com with touch controls, faster on phones.
  • The camera pulls back while you explore and moves in as soon as a fight starts.
  • Tougher enemies.
  • Walls are no longer see-through: you see outlines behind them, and the map reveals itself bit by bit.
  • Clearer controls, changed with Edit; the language is in the Options.

· Gobelino

Catacombs, pitch darkness and the web version

  • Catacombs open under the mausoleums, with ghouls, undead and the Crypt Abomination.
  • Pitch darkness: a two-beam torch and the shadows of mountains and walls.
  • More enemies, undead hordes, a one-tap mid-air slam and mana from power strikes.
  • Enemy health is counted in points.
  • Walls are no longer see-through, and the map reveals itself bit by bit.
  • Web version for ufotizio.com, in Italian and in English, faster on phones.
  • Controls shown on the Steam Deck, bindings that can be left empty and save deletion.

· Cheech Carnage

Pitch darkness, hordes and the metro

  • The city is pitch dark: you only see where the flashlight reaches, with a wide halo and the shadows of the walls.
  • Hordes of 50 to 200 zombies.
  • You can go down into the metro: dark stations, tracks, abandoned carriages and monsters born of mutations.
  • Enemy health is counted in points.

· Cheech Carnage

Keyboard and mouse, faster zombies

  • You can play with keyboard and mouse too, and every control can be remapped.
  • More enemies, the first zombie hordes, and much faster zombies.
  • One-tap mid-air slam; fuel is earned with power strikes and no longer refills by itself.
  • Fixed enemy damage and rarer healing.
  • Controls shown on the Steam Deck and save deletion.

· Gobelino

Cheech Carnage's new features come to Gobelino

  • The mechanics born in Cheech Carnage move to Gobelino, in its fantasy setting: the Frenzy, instant attacks, the paged tutorial.
  • The goblin gets covered in blood with every enemy he kills.
  • With the mouse: left click to attack, middle button to walk towards the cursor.
  • A clearer controls panel.

· Cheech Carnage

Cheech Carnage is born

  • A new post-apocalyptic game is born from Gobelino: Cheech, a pink survivor, with a chainsaw and a bazooka.
  • An endless grid city, with interiors and abandoned buildings, and randomly generated enemies.
  • A battery instead of stamina, and a cone-shaped flashlight.
  • Blood, wounds, 8-bit voices, automatic target lock and friendly fire between enemies.
  • The H-bomb with a mid-air power strike, and the oval slam.
  • The Frenzy, with the L1 + R1 special attack, and the paged tutorial.

· Gobelino

Sharper combat and balancing

  • Steerable charge, instant parry and more precise target lock.
  • Arena bosses with magic, and enemies that jump onto and down from higher ground.
  • A mid-air slam you charge up, with damage based on height; archers arrive.
  • One growth curve for enemies tied to the threat level, a continuous experience curve and health that grows every 4 levels.
  • Mouse support and control remapping, a steady 60 FPS.

· Gobelino

Souls-like combat

  • Combat turns Souls-like, with stamina and the full map.
  • Three save slots.
  • Solid, stronger enemies that jump.
  • Running, focus to spot items better, and new upgrades.
  • A Windows build on itch.io, also fit for the MSI Claw 8.

· Gobelino

Mountains, caves and merchants

  • Mountains, caves and dungeons with bosses.
  • Ravines to jump over, passages in the walls and walls that turn see-through.
  • The goblin drawn in ink, with facial expressions.
  • Wandering merchants to sell your loot and buy rare items.
  • Enemies with a guard and more attacks; a grid inventory.
  • Saving, and fullscreen on the Steam Deck.

· Gobelino

An isometric world on many levels

  • Isometric block terrain on several heights, to climb by jumping.
  • Jump, run, slide and a steerable dodge.
  • Magic, a charged strike, the torch and the night.
  • Minimap, chests and inventory; the totem challenges.
  • Correct controls on the Steam Deck and a Linux build.

· Gobelino

Gobelino is born

  • Day one: a 2D Godot 4 project and the design document, with a goblin as the hero.
  • The first playable prototype: menu and test level with combat.
  • Combos, power strike, chained dodges, potions, shield and the first enemy types.
  • Synthesized sounds and character levels.
  • With every change the builds go to itch.io by themselves.