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ASOM

@ASOM

Joined June 15th, 2026

  • 22Devlogs
  • 3Projects
  • 3Ships
  • 45Votes
c++ for life :D
Ship

DEADLINE is a fast-paced, top-down arcade shooter inspired by classic zombie survival modes. It features many types of weapons and perks. Defeat zombies, unlock map regions, buy better weapons, and survive as long as you can!

  • 9 devlogs
  • 45h
  • 18.96x multiplier
  • 846 Stardust
Try project → See source code →
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5h 41m 27s logged

DEADLINE V1.0.0

READY TO SHIP !!!


Changes since last version

Key features implemented

  • Fully implemented Menu and corresponding friend classes
  • Implemented Map selection
  • Limited web build to small map
  • Added README

Key fixes

  • Fixed commonly reported issues

Checkout Git log for additional and more complete info

Cheers


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7h 10m 30s logged

DEADLINE V0.15.0

Latest commit


Changes since last version

Key features implemented

  • Started implementing LoadingScreen
  • Implemented Menu
  • Added virtual screen boundary for Menu elements
  • Added Pickups textures
  • Implemented DoubleBarrel weapon
  • Added v-sync
  • Implemented better UI aiming for more minimalist look
  • Implemented dynamic Vignette color depends on current HP and starts pulsing when hp is low
  • Implemented dynamic transition between LoadingScreen and Game
  • Added more night like look to the game by applying NightTint on textures and colors

Key fixes

  • Misspelled word in UI

Key refactors

  • Simplified LevelMap drawing logic

Checkout Git log for additional and more complete info

Cheers


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3h 29m logged

DEADLINE V0.14.0

Latest commit


Changes since last version

Key features implemented

  • Wall textures interpreter
  • Door and barricade textures (temp probably)
  • Grass and floor textures

Key bug fixes

  • Text in UI being unreadable due to new Player texture

Key refactors

  • Precashing biymask for wall textures
  • Optimized some collisions (no more O^2)
  • Implemented emscripten adapt for WebBuild

Checkout Git log for additional and more complete info

Cheers


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6h 16m 44s logged

DEADLINE V0.13.0

Latest commit


Changes since last version

Key features implemented

  • Player textures
  • Zombies textures
  • Floating numbers
  • Lose condition
  • Lose screen
  • Mystery box taking money to open
  • Potions
  • EffectManager for dealing with floating numbers and ScreenShake in the future

Key bug fixes

  • Implemented missing Reset functions
  • Weapon indexes messed up by the addition of potions

Key refactors

  • Moved WeaponManager functions bodies to separate file
  • Changed WeaponManager system from single inventory to templates and copping etc.

Checkout Git log for additional and more complete info

Cheers


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5h 32m 35s logged

DEADLINE V0.12.0


Key features implemented since last version

  • Improved game balance
  • Added ScreenShake effect
  • Started implementing RandomWeaponSpawner witch is just a mystery box:D
  • Created new map
  • Implemented knife weapon, triggered by v
  • Fully implement PickUp

Key bug fixed since last version

  • Bullet flying through closed doors
  • Weapon reloading not stopping working when changing weapon

Key refactors since last version

  • Moved information drawing logic from Game to UI
  • Simplified UI into single call function
  • Moved PickUp drawing from from manager to class
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3h 25m 11s logged

DEADLINE V0.11.1


Key features implemented since last Dev Log

V0.11.1

  • Cleaned up Player struct

V0.11.0

  • Created Zombie Blockade collision

V0.10.4

  • Started working on blockade interactions

V0.10.3

  • Added basic pick up item interactions

V0.10.2

  • Updated pick ups drawing

V0.10.1

  • Started working on pick ups

V0.10.0

  • Implemented independent CameraManager

V0.9.6

  • Implemented camera auto offset when resizing window
  • Implemented drawing information about DOOR possible interaction

V0.9.5

  • Updated variables initialization logic when unlocking neighboring doors

V0.9.4

  • Implemented auto opening neighboring doors

V0.9.3

  • Updated pause, now pausing enemies on P
  • Switching cam mode on SPACE

Checkout Git log for additional info

Cheers


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2h 38m 42s logged

DEADLINE V0.9.2


Key features implemented since last Dev Log

V0.9.2

  • Work on finishing DOOR implementation
  • Simplified LevelMap class

V0.9.1

  • Started implementing DOOR
  • Updated map

V0.9.0

  • Fully implemented Weapon Shop mechanic

V0.8.5

  • Added weapon price
  • Added magazine price
  • Started working on Weapon Shop

Checkout Git log for additional info

Cheers


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5h 8m 42s logged

DEADLINE V0.8.4


Key features implemented in previous versions

V0.8.4

  • Updated map
  • Changed weapon spawner logic from randomly assigning weapon to spawner to predefined weapon for each spawner on map

V0.8.3

  • Added player money
  • Money increment when killing zombie
  • Added val variable to zombie class, it represents zombie’s “money” value
  • Started work on weapon shop mechanic
  • Added secondary weapon index
  • Removed cycling through all weapons

V0.8.2

  • Added weapon type enum
  • Added weapon spawners vector
  • Added weapon spawner vs player collision system
  • Added ammo addition when pressing E when standing on weapon spawner

V0.8.1

  • Moved weapon initialization to WeaponManager

V0.8.0

  • Added WeaponManager
  • Removed unused code from Player
  • Added WEAPON_SHOP tile type

V0.7.0

  • Added Player and Zombie collision
  • Added hp to Player
  • Added damage to Zombie
  • Updated map
  • Updated Player spawn point

V0.6.5

  • Added AK47 weapon
  • Added weapon reloading
  • Added cycling through weapons vector

V0.6.4

  • Changed weapon from holding pointer to index in weapons vector

V0.6.3

  • Added basic weapon reloading

V0.6.2

  • Added weapons: UZI SNIPER SHOTGUN
  • Added weapon switching using keyboard
  • Updated Bullet vs Zombie collision system
  • Added temporary pause solution by pressing space key
  • Added BulletManager for managing bullets

For now I will continue to post dev logs in form of summary, because progress is currently very slow


Checkout Git log for additional info

Cheers


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Ship

In this ship, I have addressed commonly reported game issues and bugs. Additionally, I refactored the messiest parts of the codebase to improve to improve maintainability and introduced several UX enhancements.

- Resolved common community-reported issues and glitches
- Refactored core legacy sections for cleaner and more robust code
- Added dynamic screenshake effects
- Implemented popup numbers (combat/damage indicators)
- Added an in-game tutorial system

More detailed info can be found in git log history

  • 4 devlogs
  • 15h
  • 19.44x multiplier
  • 298 Stardust
Try project → See source code →
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41m 28s logged

DungeonCards V0.1.10

Finishing touches before shipping


Key features implemented in this version:

  • Updated game version on itch.io
  • Updated readme file

Checkout Git log for additional info

Cheers


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5h 14m 38s logged

DEADLINE V0.6.1


Features implemented in previous versions

V0.6.1

  • Started working on weapon system

V0.6.0

  • Implemented bullet wall collision

V0.5.1

  • Improved wave manager

V0.5.0

  • Implemented BLOCKADE and ZOMBIE_SPAWNER TileType
  • Implemented simple wave manager

V0.4.0

  • Implemented player-wall collision system
  • Implemented zombie live cycle
  • Updated LevelMap

V0.3.0

  • Implemented following camera

V0.2.1

  • Updated grid logic - now operating on TileType instead on int

V0.2.0

  • Implemented map loading
  • Created MapBuilder as separate project

V0.1.0

  • Implemented entity movement
  • Implemented basic rendering systems
  • Implemented flood field
  • Implemented zombie collision

V0.0.0 (Initial commit)

  • Implemented player
  • Implemented player movement
  • Implemented basic zombie

Checkout Git log for additional info

Cheers


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4h 46m 12s logged

DungeonCards V0.1.9

UX update


Key features implemented in this version:

Architecture and game-play changes

  • Implemented new TutorialState class and entry from main menu.
  • Updated FloatingText now it’s starting size depends on the amount of damage dealt / hp healed
  • Added ANVIL card, allowing player to repair weapon
  • Added textures for new items
  • Deleted unused includes
  • Window is now resizable
  • Added missing descriptions for items
  • Changed buttons size in main menu

Acknowledged and fixed bugs

  • Wrong cards defeated counting in InteractionManager
  • EnemyVsShield using wrong value when triggering FloatingText
  • Blocked player from using items located in backpack, now player has to swap them with one item in hand

Checkout Git log for additional info

Cheers


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4h 16m 10s logged

DungeonCards V0.1.8


Key features implemented in this version:

Architecture changes

  • Simplified InteractionManager now instead of passing lots of arguments it passes new InteractionContext struct witch contains necessary variables.

Game-play and graphic changes

  • Key card can be used to open the chest
  • Chest card can be open using Key contains huge amount of coins score
  • Durability indicator for SPELL e.g. LIVESTEAL
  • Added floating text it is used for displaying damage, healing etc.
    -Added swapping items between hands and backpack,. Be aware that when you want to for instance swap WEAPON_UPGRADE with WEAPON you need to select weapon first, other ways the weapon upgrade effect will apply itself to weapon. It is build like this to maintain simple compatibility with android build, that hopefully, will be out soon:D

Checkout Git log for additional info

Cheers


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5h 34m 59s logged

DungeonCards V0.1.7


Implemented features:

Architecture changes:

  • Cleaned card generation logic
  • Implemented new CardGenerator class
  • Added extra weapon textures
  • Switched from random weapon generating to preset weapon configs
  • Added weapon durability and durability indicator
  • Added weapon max/min damage to make the game more random

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Ship

I have created a card game inspired by Scoundrel.
The most challenging part was managing a large amount of interactions between cards and making the game visually appealing.

  • 9 devlogs
  • 25h
  • 10.72x multiplier
  • 269 Stardust
Try project → See source code →
Open comments for this post

3h 12m 25s logged

DungeonCards V0.1.6

Finishing touches


Implemented features:

  • Implemented auto window resizing and auto item positioning
  • Extracted piles aligning logic to new function
  • Implemented current run progress bar
  • Fully implemented Score and card description window in bottom left
  • Implemented more weapon graphics and names
  • Fixed ice wand graphic
  • Implemented new Game Over / Game Won screen with return to menu button
  • Implemented Flee button
  • And much more e.g. bug fixes and little touches

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2h 36m 30s logged

DungeonCards V0.1.5

(old DungeonStacks)

Menu and WindowManager


Implemented features:

Architecture changes:

  • Extracted window initialization and handling to new WindowManager class
  • New Menu class handled form WindowManager

Graphics changes

  • Custom font in menu (no plans on implementing in anywhere else)
  • Game title drawing with shadow

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2h 47m 49s logged

DungeonCards V0.1.4

Graphics update


Implemented features:

Graphics changes:

  • Background texture (thanks to NanoBanana)
  • Vignette drawing
  • Better card description rendering
  • When card is hovered it pops up a bit making game more interactive and immersive
  • Hands drawing itch.io

Architecture changes:

  • Better card interactions e.g.
    now attacking with weapon from backpack is impossible
  • Empty piles e.g. left hand is now lighted up if selected item can be moved to it

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2h 25m logged

DungeonCards 0.1.3


Implemented features:

  • Graphics :D thanks to 0x72 assets from itch.io
  • More spells
  • Added missing resolving interactions

TO-DO

  • Implement remaining graphics
  • Better UI
  • Start menu
  • High-score
  • Checkout previous TO-DO
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