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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Michael Hayes

need testers for 16 bit platformer Maya Breaker

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Hi. I'm an indie dev from New Jersey.  I have a game I'm working on and was wondering if you'd be interested in helping me test it.

 

site with playable Demo

http://www.xanthousraygames.com/mayabreaker

 

Maya Breaker is a retro 16-bit style adventure platformer.  You are given a giant claw on a chain early on. You can use this to swing from hooks and ceilings, latch onto walls and fight enemies. A massive underground world is yours to explore, but surviving won't be easy. The root of the problem are a race of carnivorous plant monsters who want to gobble you up.

Remember that feeling of swinging from hooks in Castlevania IV? Remember how upset you were when they took that out of all sequels? This is the game that fixes that. Swinging from hooks has been worked into all the puzzles, combat and boss battles of this game. You will get maximum swing for your dollar! It brings familiar platforming with new angles on puzzles to test your brain.

The main campaign will likely take 10 hours to beat on your first time through. This is not a 40 hour RPG or shooter. You will not be wandering the same halls for days--instead get treated to more boss battles and combat. After finishing the game, you should be able to speed through it in a couple of hours. 


Naturally, there are many secrets to unlock. You will be able to buy challenge rooms that you can test your skills in and try to get the best time. 
 
I was hoping you could give me some advice with my Kickstarter campaign. It only has a week left and I need to raise a lot!

 

The campaign is here:

https://www.kickstarter.com/projects/531871465/maya-breaker-a-swinging-16-bit-era-adventure-platf

 

Also on Steam Greenlight:

http://steamcommunity.com/sharedfiles/filedetails/?id=232895766&tscn=1393808201

 

 

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