Version 1.1 of Skullshot is now available! Most of the work I put into v1.1 is under the hood stuff that isn't terribly interesting (bugfixes, code cleanup, removing unused files), but the good news is that now I can focus on the meaty stuff for the next update! I didn't want the first update to be too boring, however, so I added a couple of goodies:
​Fullscreen Mode! Previously I would direct players to our hosted versions of the games to play in fullscreen, but I've finally taken the time to figure out how to invoke fullscreen from within the game itself. You can now press the "F" key anywhere in the menus or at the pre/post-stage screen to go fullscreen!  I've made the conscious decision to disable this shortcut during stages to avoid any misfires, so be sure to turn it on before you start the countdown! I plan on returning to the rest of Virtually Competent's library in the near future and adding this feature so the itch.io versions are the best ways to play.
Screenshots! At the end of each run, you'll notice a camera next to the Twitter share button. Click the camera to get a nice picture of your victory pose (or whatever goofy place your skull ended up after you died). Better yet, take a screenshot during a run by middle clicking! To avoid getting tripped up by download prompts, I've set it so the game will queue up any screenshots taken and download them all at once after the stage is over (just be careful how many you take! I had a snafu in testing that resulted in over 300 screenshots downloading all at once...)
Like I said, nothing too groundbreaking, but I thought these new features might be appreciated. If you're curious about what other tweaks I made with this update, you can stick around and read through the changelog below:
Skullshot v1.1 Changelog:
Added keyboard shortcut to invoke fullscreen mode
Added screenshot download button and mouse shortcut
Added Twitter share button to death popup so now you can prove to your friends that you actually got close to beating "Damned If You Do..."
Added "Health" label above the health meter bone, just in case you had no idea what that was all about
Rebalanced just a single aspect of a single level...I don't want to ruin it, but it may be possible to drive your best time down a little more if you can figure out what I did!
Fixed trap gates in "Trick or Treat" and "Damned If You Do..." so they only shut when the skull/player has passed their threshold (rather than shutting anytime you move anywhere past their X position)
Fixed bug in "Pumped About The Pumpkin" where the door to the pumpkin was unlocking after all but two enemies were destroyed (as opposed to the pumpkin being the last man standing)
Fixed Scully's post-death behavior so it's a bit more fun...see how many kills you can get after your body turns to dust!
Fixed Scully's HUD expressions so they stay in sync with the action a little better
Fixed bug in which the Twitter share button would give a long nonsensical URL string when being shared from itch.io (all builds now link to the itch.io page)
Tweaked the timer display to show two decimal places at all times (I may have to come back to this, however, as my fix isn't perfect)
Colored the "Ready, Set, Go" text so it pops a little more (can't wait to replace all of these ugly text objects!)
Assorted code cleanup and unused asset removal that increased the efficiency of my project file and reduced the size dramatically (v1 was about 3mb whereas v1.1 is just over 500kb!)
Probably a dozen of other forgettable things that you probably don't care about
Thanks for playing! Stay tuned for more content later this month!