With just two days left until Cannon Brawl’s final release on the 19th, we’re happy to announce native support for Linux! Now you can play Cannon Brawl through Steam on Windows, Mac and …. *drum-roll* … Linux! We want to show our support for the Linux community and want to be part of the movement to bring more games to this beloved platform. We hope you enjoy.
As always if you run into any issues let us know on the Steam forums and we’ll help get them fixed. Keep an eye out on September 19th for our official launch announcement. Our final ship date is only a couple days away!
The ever talented Maxwell Mcgee runs a podcast called Dinner with the Devs where he grabs some developrs, some dinner, and some recording equipment and makes a podcast. If you’re curious about game development and what kind of people these game developers are, it’s makes for a good listen.
Theresa and I had the pleasure of being in the latest episode, which you can listen to here. Normally in interviews and podcasts, Theresa and I end up talking a lot about what we do (Cannon Brawl), but not so much about who we are. So it was fun to do this podcast with Maxwell where we covered more about how we met on a crystal dig, how to use ouija boards, and other types of strange stories we’ve been a part of. I enjoyed listening to it just as much as I enjoyed hanging out with Theresa and Maxwell recording it.
Dinner with the Devs has a lot of other good podcasts with other indie devs, so I recommend taking a listen!
In 2012 Cannon Brawl was selected for the PAX 10 showcase. Being part of the PAX10 was the first time we had really showed the game publicly and it was a great experience and we had a lot of fun.
In celebration of the games that have been in the PAX 10 over the years, Humble Bundle is running a special sale of a eight PAX 10 alumni including Fez, The Swapper, and of course Cannon Brawl! Not only is it a great deal for some great games, but part of the proceeds go to charity!
Check it out here:
READY YOUR AIM, CANNON BRAWL IS FIRED UP FOR RELEASE SEPTEMBER 19th 2014
Addictively fun and fast-paced, Cannon Brawl, is launching on Steam for PC and Mac
San Francisco, CA–August 20th 2014–Turtle Sandbox LLC today announces Cannon Brawl is set to release on September 19th 2014. Cannon Brawl is a fast paced action strategy game that combines the skill-based play of a classic artillery game with the rapid-fire pacing of an RTS. “Cannon Brawl is the game we’ve always wished existed,” said Peter Angstadt, cofounder of Turtle Sandbox. “It combines two compelling game mechanics, with explosively fun results.”
More than two years in development, this game has been crafted with love by the two person development team and the community on Steam Early Access since July 2013. With player feedback in mind, Turtle Sandbox has been hard at work cranking out new features, airships, war machines, and support and balance for the most popular game mode, online multiplayer. With a treasure box of new features lined up for launch, including an online multiplayer lobby, Cannon Brawl is getting fired up for it’s full release.
Matches are quick, fun, and fast paced. Players choose from a wide array of pilots and war machines to create a combination of buildings that they can drop from airships across 2D multiplayer maps to decimate their opponents. With resource management, territory control, and war machine upgrades, players will find an intense RTS experience wrapped up in a delightful fantasy world.
Between the campaign, puzzle levels, nightmare mode, and online multiplayer support, there are hours of gameplay to enjoy in this indie offering.
Cannon Brawl is available for PC and Mac on Steam.
About Turtle Sandbox
Turtle Sandbox is an up and coming indie outfit comprised of Theresa Duringer and Peter Angstadt. After meeting at Maxis they splintered off to spin up their own game company. Keeping things small has given them the creative freedom to push boundaries in development and come up with something totally new. Cannon Brawl represents their debut offering as indie game developers.
Hey everyone, we’ll be showing off Cannon Brawl at PAX this year as part of the Indie MEGABOOTH. We’ll be rocking a full booth with all the bells and whistles, so be sure to stop by if you’re attending!
You can check out the full announcement as well as all the other cool games we’ll be showing alongside here.
I met Emily Lemay from Max Level at GaymerX recently. She had a lot of wonderful comments about the game.
“Looking at the big picture, Cannon Brawl is a fast-paced and compelling adventure that turns the average real-time artillery genre on its head. It’s a tower defense game on acid whose goofy, loving best friend is permanently stuck to its hip. It’s elegantly unique, and opens up an entirely new door for indie games.” – Lemay
Check out the full article on MaxLevel.
We did it! Cannon Brawl is going Beta today, July 7th!
Beta marks one of the last milestones before final release. The game has come so far since our launch last year and we’ve added a ton: Nightmare Mode, puzzle levels, new buildings, new pilots, new multiplayer maps, and Mac support. There’s almost 50% more game now!
To celebrate our milestone, we’re discounting the game 40% off on Steam Early Access from July seventh through the fourteenth.
Thanks for your continued support during our indie development adventure! The forums have been full of tournaments, development brainstorms and feedback which has been invaluable.
Cannon Brawl is the best, most jam-packed-with-awesome game we’ve made and it wouldn’t have been possible without your help.
Pete and Theresa
The Turtle Sandbox Team
Cannon Brawl on Steam
@CannonBrawl on Twitter
We started doing everything wrong when showing character dialogue and text to players in Cannon Brawl. People would often get confused by something that was explained in text they had skipped or ignored. We didn’t even have that much text in our game!
After a lot of playtesting and studying other games, here’s what I’ve learned about how to get people to read in your game. I hope to this can help you better communicate information to your players. Here we go:
1. First, if you can do it without text through either visuals or voice acting, try that first. Otherwise…
2. Everything must pause in the game when text is on the screen. Sounds obvious, but hey I messed this up the first time. People can only focus on one thing at a time.
3. Try to minimize the amount the player’s eye must move around the screen to process what you’re showing. So, do not put more than 8-10 words on a line. If you have more, drop them on to a second line. You know how the pages of novels are pretty narrow? That’s not only to help you hold the book, but also to help you eye easily move through the text.
To better illustrate this, here’s an example from Banner Saga:
They have very long lines of text. My eye must travel pretty far from the characters faces to the text and pretty far to read the text itself. This makes it slower to read and harder to digest the story.
In contrast, here’s an example from Fire Emblem Awakening:
They have short chunks of text and it’s overlayed on top of who is actually talking. My eye barely has to move and my brain has to do little work to digest the text.
This 8-10 word 2 line rule applies for all text in a game, item descriptions, mission briefing, etc – not just character dialogue.
To further drive this home, subtitled movies have the same issue as games (people must read and look at the visuals) and they too generally follow the 8-10 word rule.
3. Show dialog text one word at a time, revealing the full block shown over about a full second. Revealing it word by word (but quickly) sparks a fraction of a second of intrigue from the player, and makes them more likely to read it. Of course, always allow them to reveal the full block with the press of a button immediately.
4. If you are trying to teach things in text (which we do in Cannon Brawl), color specific important words differently. Comprehension went up in playtests of Cannon Brawl after we started inline coloring words. Zelda games do this a lot, here’s an example from Wind Waker: