WOODPUNK is a fast-paced action game, set in the Middle Ages but using futuristic weaponry and tools. In WOODPUNK, the player can fight against well over a hundred enemies onscreen at a time, using over 1400 different weapons, which are generated procedurally by the game from unlockable weapon parts. With both melee and ranged combat, random and fully destructible levels, several game modes and co-op multiplayer, we are sure that it will be widely enjoyed by any action game enthusiasts out there!
In this week's post, one of our programmers describes how we manage seasonal content in roguelike WOODPUNK thanks to a little extension we have developed...
roguelike woodpunk's season management module; how we manage seasonal content!
In this week's article we discuss how we approached weapon balancing in roguelike WOODPUNK due to community feedback.
weapon balancing in roguelike woodpunk
In this week's IndieDB article we speak about the changes we're preparing for the next big update, and how the community helped us change the weapon creation...
roguelike woodpunk next update: new weapon creation system
In this week's article, we discuss the next patch update where we include a new Christmas theme to roguelike WOODPUNK. Hearing community feedback we've...
roguelike woodpunk update 1.01.00 christmas content + more options!
We discuss what happened during the Fun and Serious event and thank you all for voting us into IndieDB Top 100 Indie's of the year!
fun & serious event + indiedb indie of the year!
We discuss what lead to the changes in update 1.00.11.
update 1.00.11 changes to the jetpack and more!
In this week article we discuss how we approach feedback management, and how we commmunicate with our community!
managing feedback for roguelike woodpunk
In this week post we discuss how we designed roguelike WOODPUNK in order to effect player strategy and promote replayability
how we designed achievements in roguelike woodpunk
In this week post we explain how we designed enemies to effect different player styles to promote replayability and better player experience! As game...
how we designed roguelike woodpunk's enemies to affect player strategy
In this week post we talk about the different approaches we had in order to make roguelike WOODPUNK frenetic. We discussing different game assets such...
discussing how we made roguelike woodpunk a frenetic experience
This weeks article is on how we approached creating new content through different game modes. We will dive into how the different game modes work, and...
more content in roguelike woodpunk through different game modes!
Today we explain how we approached the development of our tech tree. Different branches will allow the player to experience different place styles. Thanks...
diving into woodpunk's tech tree
This week we discuss the topic of content creation and how we approached procedural progression in a new manner. We introduce our approach to developing...
how we approached content creation in woodpunk
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