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.