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Found 10 results

  1. Hello everyone I am here to tell about a pretty awesome pixel Action adventure games with Space aliens , shooting down space ships and seeing awesome explosions of epic proportions!!! A retro-sexy Point-and-Click Adventure Shoot 'em Up in SPACE! Made by Imagos Soltworks ! About the Game: Starr Mazer blends two classic genres, the Point-and-Click Adventure and Classic-style Shoot ‘Em Up, into a retro-sexy sci-fi epic with modern design sensibilities, open-middled gameplay and RPG elements. The game will feature a collaborative soundtrack by Alex Mauer (VEGAVOX, Serious Sam: Random Encounter), Manami Matsumae (Mega Man), The Protomen, Virt (Shovel Knight) and many more! Here is the Website to the Game/Company Team
  2. I was just wondering when their would be a new pixel action adventure game well after looking around kickstarter there just so happens to be a game being created. Crossing Souls is an old-school action adventure with RPG touches. Explore, solve puzzles and fight against an army to avoid a war between worlds. For my love of RPG games this spiked my interest A company named: fourattic If you love pixel games or love those old school action-adventure RPG games well this might be one of those games you might want to fund
  3. Another very interesting game made by a team called Team Cherry Link to their Website: Hollow Knight is a challenging, beautiful and mysterious 2D adventure through a surreal world of insects and heroes So far from looking at the preview video of the game its very open world, alot of stuff to do and its something that brings that very well done 2D Made for PC , Mac , Linux I have to say this really did catch my attention when it comes to 2D art and games so check it out and see what you think
  4. Race through time to inspire humanity’s greatest achievements in a classic point-and-click adventure! I have always been a big fan of Point and Click Adventures! Double Fine has done an amazing job with those and looking at this kick-starter game from "blyts" its something that looks very interesting !! If you would like to take a look at the company or this kickstarter here are both links to it Kickstarter Blyts
  5. God games are fun. Jelly is fun. Is being a Jelly God fun? It looks to be. From what I can see, it's a city/town builder with a colorful twist. Literally, the world starts bleak and gray, and the entire point is to both build your little town of jelly and add color to the landscape. Different colored jellies tackle different tasks, and you can combine your jellies to create more colors. Here's hoping you get a bigger, random map to work with, but from what I see so far it looks fairly entertaining. Also, the music's catchy. With the project already half funded, and 16 days to go, this one might have a chance to succeed.
  6. I can't help but feel a little excited for Moon Hunters because I love local co-op gaming experiences. I'm a little skeptical as to how they are approaching the mythology/personality aspect of the game, especially considering the whole idea of how warped and skewed stories can become over time especially when they are passed down through the generations, but it seems like an interesting enough idea. What I hope it doesn't become is a standard morality meter, because those are typically uninspired and boring. What do you guys think?
  7. The Banner Saga is a mature tactics game brought to us by Stoic Studio, an indie group comprised of ex-BioWare veterans. The game trilogy got some major attention earlier last year when it surpassed its Kickstarter goal at over 700x its original amount. While the single player portion is still in development the multiplayer component The Banner Saga Factions was just released to the public on Steam. For the hefty price of Free, players will get a competitive tactics game in a hand drawn art style that is reminiscent of old Disney movies. I could literally go on for a couple pages just talking about the art style but instead I think it is easier just to let you see for yourself. A still from the Factions introduction cutscene That wonderful art style is not restricted to just cutscenes, instead all of the game’s units and menus are drawn in the same way. The animations are fluid and believable, every part of the game’s art is top notch. If I had one complaint it would be how often the units stand still in battle. There are animations for attacking, special abilities, movement, taking damage, dying, and even an idle animation for every unit. Sadly when it is not a units turn they are either stationary or in their idle animation. Now this is perfectly reasonable as the sheer amount of work that goes into each animation is obvious, I just happen to be greedy. This is the main menu and it’s purdy The main menu for the game that leads to all of the different options is also well presented with a few animated assets to keep it lively, such as a patrolling guard or longships sailing in the background. The sound is also well done with the music fitting of the Viking inspired setting and the crunch of steel on shield satisfying if ever so brief. Truly The Banner Saga Factions has the most beautiful presentation I’ve seen in a game in a while. Getting past all that the real question becomes, is it fun? Well long story short: Yes! Yes it is! Long story not quite as short, the gameplay is a great addition to the genre of grid based tactics games. The fact that the tactics game just happens to revolve around vikings and giants is a big bonus. The premise is pretty simple, two players meet on the field of battle with their customized army of 6 units and do battle with only one side walking away the victor (or alive for that matter). Playing the game is easy as can be as players take alternating turns ordering the troops one at a time. Move your Viking, attack if possible, choose a target and whether you want to do damage to their strength or their armor. Strength in Banner Saga Factions is a stat that combines both HP and damage dealing potential. The more strength a soldier has then the hardier they are and the harder they hit. Armor is a simple abstraction for blocking or reducing damage dealt with the formula being Strength – Armor = Damage. If you manage to bring somebody down a few points not only are they closer to dying but they are going to be able to inflict less pain on you come their turn. However, since your potential damage is reduced for every point of armor the defender has, it might be a good idea to take some of that armor out first. Every point of armor that is above the attacker’s strength also increases the chance they will miss, so the real tanky units of the game will be almost impossible to deal damage to at all if their armor is not brought down first. Another interesting note is that there is absolutely no healing or recovering in a fight so if your poor little viking raider is on his way to visit his ancestors, he better try and leave a big enough impact for his companions to avenge him. So while the overall system is simple (Move, attack Armor or attack Strength) there lies in waiting a surprising amount of depth. Willpower is a set of special points that allow your troops to do extra things on their turn such as moving an extra square or dealing an extra point of damage. Letting your troop rest instead of moving or attacking will regenerate some Willpower, but Vikings cannot always afford to be so peaceful. Pictured: Viking Diplomacy Earlier I mentioned customizable troops. Well, I was not lying. On top of deciding when to spend your precious Willpower and where to assign your damage (Armor or Strength) you must also decide which troops to take into battle and how to improve them. There are 4 main unit types in the game with each one having 3 potential upgrades whose status can be customized even further on a point-buy system (You have 11 points to spend, do you want more Armor or does he need more Willpower for emergencies?). When the game starts, you will an assortment of the basic unit types, so I will try to cover them briefly. Watch as your troops grow with you, customizing them to your playstyle. Raider: Your run-of-the-mill Viking, complete with trusty axe and shield. His stats are overall pretty balanced, and he fits well into almost any army. His special ability gives bonus armor points to any ally that borders him and this bonus stacks with other Raiders. A Viking shield-wall is a real possibility in this game. The three possible upgrades focus on either dealing sheer amounts of damage, sneaking around and breaking armor, or being an indestructible shield. Archer: This Norse woman does not take any sass, instead firing large amounts of sass from a safe distance. Her overall sturdiness leaves something to be desired, but the ability to deal damage from a range as well as having large stores of Willpower for those special ”ruin your enemies’ plans“ occasions makes her a useful unit in any army. Her upgrades focus on either firing from longer range, dropping AoE damage, or setting up potentially turn ruining traps. Warrior: Sounds like another run-of-the-mill Viking, wait a minute…is this guy a giant? Why yes, he is a Varl, as they are referred to in game. Taking up 4 squares on the grid instead of 1, and having not the most impressive movement, the Warrior is not the ninja of the group. He makes up for that with his sheer power and ability to damage enemies that stand adjacent to his target. His upgrades focus on dealing even more damage, dealing damage in a 360 degree circle, or assisting allied units in getting the jump on the enemy. Shieldbanger: Another Varl unit comes to join the party, only this time he does not deal the damage but instead absorbs it. This big tank has some of the highest natural Armor in game and ensures that anybody who attacks him loses some of their Armor in the process, making him a difficult target to bring down. Did I mention he also benefits from the Raider’s shield-wall? His upgrades allow him to focus on throwing enemies across the field, bashing their Armor with his Armor, or goading the enemy (forcing) them to attack him on their next turn. Overall I am incredibly impressed with The Banner Saga Factions and eagerly await the arrival of the single-player game. The community has been more or less friendly with a few sour apples who don’t take being slaughtered too well. For the reasonable price of Free it is definitely worth checking out if you have patience for turn based games. As a matter of fact, I would highly recommend it to board-game enthusiast as well, even those who would normally avoid PC games. If you are worried about the catch to the game being free, worry not. The only real negative is the slow rate of Renown (the points you use to customize and upgrade your troops) if you lose your matches. They sell Renown for cash if you are in a hurry to upgrade but all that will do is place you against people with equally upgraded armies who are probably much better at the game than you. There are also some custom skins you can purchase for cash as well as a booster that increases your regular Renown gain instead of buying it in a lump sum. The Banner Saga Factions is not restricting at all for a totally free-player as it seems to exist mostly as an advertising tool for the future single-player game as well as a testing ground for new units and abilities. I have not spent a dime yet though I am tempted to simply so Gunndar will look pretty on the battlefield. I hope to see you on the Fields of Glory and, if we do poorly, in the grand halls of Valhalla. Now for a brief Interview with Alex Thomas from Stoic Studio… Q: What has been your guys’ reaction to the feedback from The Banner Saga Factions public release on Steam? It seems to be overwhelmingly positive for the most part. We’re tired but happy. Players don’t care whether you made a game with 200 people or 5, they just want to game to work. We weren’t prepared for the traffic we got in the first couple days and had a rocky first couple days but that’s all been ironed out and both the critical and fan response has been extremely positive. Can’t ask for more than that! Q: What part of the game’s design and development was the most exhausting and time consuming for you guys? Would you handle it a different way if you had to do it again? Well, to be completely honest, PR and running a business has been the biggest challenge by far. Not an exciting answer, I’m afraid, but true. Thing is, we’re content developers and we know how to make a game. The amount of progress we’ve made in only a handful of months with a tiny dev team is pretty absurd for a game of this scope. Again, though, we know people aren’t interested in our own tribulations, they just care about the game and that makes perfect sense. Obviously, we’ve never run our own studio before and dealt with a large player base and managed a community. That’s all very time-consuming and difficult stuff. Some people have suggested paying for a dedicated PR person- heh, that’s great advice but we’ve allocated our funding into the project itself. I suspect if we were paying someone to run community for us there’d be some backlash about misusing funds . Actually working on the game itself is like a summer vacation compared to the business end of running a company. That said, it’s not like we’re drowning in miserable players. Our community is actually incredibly positive and seem to really like the game. Again, I really think we couldn’t have asked for anything better! Q: If it isn’t too much to ask has the in-game shop been successful so far? Any changes you plan on making to it? I guess it depends on the definition of successful. Are we now able to buy food? Yes! Huzzah! Are we each taking home the salaries we made at our old jobs? Heh, not even close. It’s pretty much exactly what we expected, the numbers for these sort of games are well documented. Q: Any future plans for The Banner Saga Factions that you could share with us? New Units or maps after the single-player release maybe? As we continue working on the single player game we’re releasing that content in Factions. We’ll be adding single player fights tied together by a simple narrative to let you play against the computer. We’ll be adding new classes as we make them. We’ve also got some city-building in the works, also part of single player, but that’ll come in the future. As for AFTER single player release, who knows? It’ll depend on how much interest there is at the time. We’ll be making chapters 2 and 3 and supporting Factions as we go, same as now. Q: What is your favorite unit in Factions and why? Story reasons, Art, or Gameplay? Hmm, just one? I always liked to play the units that are difficult to use. It’s very easy to put together a team of backbiters and warmasters and run around the board smashing stuff, but playing the archers takes some skill. Skystriker’s my personal favorite, ever since we started balancing the game. At the time she could trap multiple tiles and nothing brought me greater joy than tagging Arnie’s (the other designer) units in unpredictable ways. As for the art, some of the stuff we haven’t shown yet has absolutely blown us away. In particular the Hunter and Berserker classes look incredible, thanks to the professionals down at Powerhouse Animation.
  8. Three weeks ago we took a look at indie game Spate, a surrealist 2.5D platformer from designer and animator Eric Provan. This week I talk with the developer about his beginnings in the industry and pick his brain about what the game has in store for us, touching on the theme of the games and how they will affect the player. _______________________________________________________________________ The world of Spate and its gameplay mechanics look incredibly unique and compelling. How did your initial concept come about and how has it evolved over the course of development? Eric: Spate has evolved so much in the 3 years that I have been working on it, but I do remember setting some guidelines that have stuck. First, I wanted the game to be extremely rainy and damp. This grew out of my love of films like Stalker, Angels Egg, and Dark City. There’s a certain feeling that I have when watching and listening to rain, and I wanted that to come through in the game. Second, I wanted there to be no HUD and the controls to be very simple. I feel like games have gotten too convoluted. Things are kept relatively simple in Spate to keep the player in that world. It’s more important to me that the player is lost in thought rather than thinking. The actual drinking mechanic came very late in the games development. I always had the idea for this character to slowly go insane throughout the game. And I introduced drinking very early into the story. But, it wasn’t until game designers David Jaffe and Jenova Chen played Spate (on IGNs Game Boss show), that I added the actual drinking mechanic. They enjoyed the demo very much, but felt like there was nothing connecting the storyline to the gameplay. This is where the drinking mechanic was born. In the trailers it makes mention that the absinthe makes Detective Bluth hallucinate. Will players be able to explore a different side of the story under the influence? Are there other negative impacts that the insanity brings? Eric: Players can beat the game whether they choose to use the drinking mechanic or not. There are just parts that will be easier if the player uses the mechanic because it lets them run faster and jump higher. This forces players to think the way a drunk would think. “Yeah, it would be nice to get wasted, but then again, things around me could suffer because of it.” I am also toying with the idea of having a few different endings depending on how many times a player uses the drinking mechanic. I should also mention that there are more factors in the game that are making this character go mad then just the drinking. I was very inspired by Journey, and how in that game it felt like this world got harsher and more challenging, but you always kept moving on because there was that feeling like there was a light at the end of this long tunnel. I’ve modeled Spate this way, in that these mysterious islands start off simple enough, then you start to see weird stuff, and by the end you are climbing a mile high tower that is growing out of a female statues head. Because of this progression, I think the players feel the madness that the character is feeling. About how long a journey will it be? Have you made any painful cuts that might turn up in a future work? Eric: The game takes me just under 2 hours to get through it. I imagine a new player is looking at 2-4 hours. I think the length works perfect for the kind of game Spate is. The story is very much structured like a film and I think to get the full emotional impact of the game, its best to play through it in one sitting. I have had to cut a lot of things in the development of Spate. This is something that is hard to learn as an artist but sometimes you have to “kill your babies”. I have recently been recording entire playthroughs of the game and then editing it down after watching the playthroughs. A lot of the recent cuts have been to keep the game simple. The more complex things get, the more the player gets pulled from the world of Spate. One thing that I cut from the game that I may use in the future is physics based puzzles. I should be clear, I didn’t cut all of them, but in the beginning, I drew out tons and tons of puzzles and then had to scratch many of them. The cuts came because they broke up the flow of the game to much, and quite honestly, they were hard to program for a new programmer like myself. Perhaps I will go back to that sketch book and use them in the future! How did you get your start in the entertainment industry? Did games come first or animation? Eric: I started my career at Take-Two’s Kush Games working on their 2K MLB and NHL series. It was a good experience, but as an aritst, I quickly got bored working on realism. This led me to work on characters at The Jim Henson Creature Shop. It wasn’t so much that I wanted to get out of the game industry, it was more that I wanted to step away from realism and work on something with a bit more style. Henson provided that. What was it like working in the beloved Creature Shop? I grew up watching his work and loving movies like Labyrinth and the short lived Jim Henson Hour. Any favorite project you look back on fondly? Eric: I grew up the same way. If you haven’t seen Henson’s The Storyteller series, you have to check it out! When I was there, they were transitioning a lot of their TV stuff to CG, so I didn’t get to work on anything to memorable. With that said, just going to work at the Henson studio in Hollywood every day was a trip. I remember on my first day, I took a wrong turn and ended in a hallway that had an original Skeksis puppet from Dark Crystal. It was that kind of stuff that I remember most. I remember seeing the episode “Fearnot” as a kid and having the heebyjeeby’s scared out of me by the Half Man that dropped out of the chimney. “Master of Illusion” was another favorite. The whole series changed my writer’s imagination permanently. What are your favorite stories that you use to stoke your imagination when you need some creative juice? Eric: My favorite was “Sapsorrow”. Jim Henson does Cinderella? Count me in! As far as what gets my creative juices flowing, it really depends on the project I am working on. For Spate, I have a rolodex of about 20 films that I go to for creative inspiration. The Name of the Rose (1986) and Judge Dee and the Monastery Murders (1974) being two great mysteries that I found in the process. I love stories about solo character’s given unbelievable tasks. Hemingway’s Old Man and the Sea falls into that category and is definitely inspiration for Spates main character. It’s amazing how story resonates with us on such a deep level. How do you think players will feel about Detective Bluth? I don’t want to pry too far into the story until everyone gets to play it, but what kind of emotional resonance will we walk away with when we come to the end of his journey? Eric: I think players will relate to the Detective and his battles. We all have our own demons (as I chug a soda), overcoming these demons is no easy task (as I chug soda again), and there is a familiar feeling of emotional achievement and satisfaction from overcoming these demons. That’s the feeling I believe the Detective in Spate and his journey through the XZone will pass on to its players. Any last thoughts before we part ways? Do you have an anticipated release date, or do you share Blizzard’s stalwart response, “When it’s ready?” Eric: The release date for Spate has been a tricky thing for me. I’m lucky enough to have had a successful Kickstarter campaign with over 750 backers of Spate. Keeping them waiting has weighed heavy on me. The original release date for Spate was Dec. 2012. Personal matters, and design matters collided and pushed that date. Spate is [much] different than any project I have ever worked on. I see it as my one big chance to create something special. Something that people will really enjoy. For this reason, I have definitely adopted the Blizzard way of thinking. I believe that the game and the players deserve for this thing to be done right. And, if that means a bit more time, then I’m going to take that time and make the most of it. The best estimate I can give right now is summer 2013. Eric, it’s been great talking with you, and we hope to catch you again closer to release! Eric: It’s been a pleasure speaking with you! Thanks for giving me a platform to get some of my thoughts out here. All the best! This post has been promoted to an article
  9. Remember when you were two years old? Everything looked larger than life and the world was full of wonder and amazement? Then, when the sun went down, the world became a spooky place where every bump and shadow was out to get you? No? Well, Krillbite Studio wants to remind you with its upcoming title Among the Sleep. Of course, it’s up to you, the audience, to help them bring their surreal nightmare vision to life. With only 3 days remaining on their Kickstarter campaign, and about $4K left to meet their minimum goal, this small Norwegian indie company could use everyone’s help to finish out the home stretch. But what is Among the Sleep, and why should you spend your time and hard earned dollars to support it, you ask? Well, savvy consumer, allow us to enlighten you. Even the simplest settings can get awfully creepy when the lights go out – and you’re 36 inches tall. Among the Sleep is a first-person horror adventure that focuses on exploration and atmosphere. The catch? The game puts you in the role of a two-year-old child. But the developers are quick to point out that “this is not just an FPS with the camera closer to the ground.” The player will be immersed in the role of a child, using their small size to their advantage when seeking out places to hide from the things that go bump in the night. Everything viewed from a child’s perspective is slightly surreal, and Krillbite seeks to capture exactly that in their environmental design. Players will need to use the environment as well as the character’s small stature to find hiding spots when things get spooky – like this closet! Like any indie developer worth their salt, Krillbite’s goal is to avoid publishers and remain independent. Take the time to watch their Kickstarter video and you’ll see a studio full of people just as charming as the project itself. Their passion for innovation and dedication to their art is truly the embodiment of the indie spirit from which gaming greatness is born. Support this project. Tell your friends. Help keep indie gaming indie. …or this guy will haunt your dreams. You have been warned. For more from Krillbite Studio, check out their experimental side-project, The Plan, for free.
  10. Rim World follows three survivors of a crashed space liner, marooned on a frontier world at the rim of the galaxy. Each survivor has unique traits, backgrounds, and skills that affect how they can help build and defend their new colony. The game draws from a vast amount of physical and mental traits in order to make each colonist and play-through unique. You’ll be able to gather more colonists by taking them in, rescuing them, converting them, or even buying them. The player is able to control the colonists and give them specific tasks to carry out during the day and night. Every day on the planet, as you adapt your colony, will be filled with many trials and tribulations as you battle the elements, sickness, mental illness, and even raiders. Rim World currently has three AI storytellers in production, each with specific styles of gameplay. Cassandra is the storyteller AI that focuses on creating a rising tension throughout the game and will keep the player on their toes through sustained conflict. Phoebe is the storyteller AI that makes for a peaceful game experience and will allow the player to flourish with minimal conflict. Finally, there is Randy, the AI that tells a story of chaos and disorder with no specific agenda or goal. Randy creates a truly unusual game experience. Rim World is being developed by Ludeo Studios with the use of Unity and grossed $256,413.91 during its time on Kickstarter. Upon its release, we’ll be looking forward to creating our own colonies and experiencing all that the game has to provide. We are especially interested in seeing just how different each of our playthroughs will be. If you are interested in taking a look at Rim World you can follow the link to their website here.