Really glad you like what you see, and thanks for the kind words.
It's our hope that new players continue to enjoy themselves, and see some worth in the game.
HAHA, yeah it kind of softened the blow of dying in that game when you were just looking at your severed waist, twitching around...
Yep, any of the planetary bodies can be used to give you a speed boost. You can sling shot off the gravity of a planet, or orbit it to gain speed for example.
Dodge 'em Up. No guns, son!
It was a difficult game to explain in a few words. If we were smarter, we probably should have picked a more defined genre for the first game...
Bahh well!
All the levels in the game are designed by hand. It's not randomly generated, and there is an end to reach.
There are more than 40 levels set across 4 solar systems as you progress, and the story does conclude.
Art and functionality in one.
The faster the game got, the more important it became to quickly identify obstacles, and know your direction/velocity. The darkly inked edges are mostly on things you don't want to hit, and you almost get more information about your position/direction from your trail than you do from the character.
I tried to play without effects on one occasion, and it was a straight death sentence!
It be!
Steve, is that you?
It is quite difficult. Even after attending many shows and trying to be active online, there are many people who had never heard of us.
We're hoping the word of mouth carries weight, because people seem to enjoy the experience.
Thanks! Sincerely.
We actually had a discussion about constructing a floating sun blocking machine armed with a Death-Ray at one point...
Well, perhaps "Death-Ray" is strong wording... It would be a light beam that would warm the target by about 15 degrees. We had plans to pick some guy at random and follow him around making him warm for the rest of his life.
Cue the evil laughter.
Glad you agree.
We ran into people who thought that a little game shouldn't have a story, or emotional content, or narration. But what it comes down to is you have a whole set of tools at your disposal as a game designer. Why limit yourself? Use whatever you can to help shape the experience!
Agreed, jeep bombing rules. C4 makes it too easy through, go back to 1942 when you had to keep it on the road to avoid spilling loose TNT out the back of the jeep!
UGH I miss BF 1942...
Thanks! We make an effort for sure. It's not enough to make a good game these days, you have to go recruit some fans!
Speaking of which, I got this uniform for you, I think it's in your size...
One of the guys at our office thought that was our name for around 6 months when we started up...
Too Human?
Like, if they drove a dump truck full of money up to my house and said I could make anything I wanted? I'd probably still make something silly.
Maybe Scottish Olympic Games. Local Co-Op. Caber Toss, Golf, Drinking... Good stuff!
Thanks!
that is correct, there are no guns, you're just travelling as fast as possible without accidentally killing yourself (You're going to accidentally kill yourself.)
Dying is all part of the fun though!
There are four solar systems you must traverse as the game tells the story of Harrison's journey. Each system has its own aesthetic, set of new mechanics, and narrative beats for you to enjoy.
Yeah, having some sort of progression and conclusion is important to us as well.
NP for the response, we've really enjoyed talking to everyone as well. Really positive replies. Makes us think we're doing something right.