YES! This is the first in-game image!
Is a great honour to say that!
We are a dev team from Venezuela and this is our first game!
Visit our website and take a look on the feed!
wallbangstudios.wordpress.com And visit our Facebook page!
THANKS! Hope publish soon in this album again!
Platinum Kill is a fast paced, run and gun shooter featuring lots of action, weapons, and a tongue in cheek sense of humor. It will feature six unique levels each with a challenging level end boss. The game features a chiptune soundtrack with a unique song for each level. The graphics will be a low res pixel art style. The game is playable with 1 to 5 player local co-op (4 gamepads and 1 keyboard player) and up to 4 AI players (limited to 5 real and AI players total).
This game also features AI helpers that are unlocked when you reach kill streak milestones. These helpers are slightly intelligent characters that you play alongside you, giving you the illusion of playing with friends even if you're all alone. They stay with you until they die or your player is killed.
Interested in feedback and anyone willing to playtest.
The obvious comparison with Platinum Kill is going to be with Contra. Contra certainly is a big influence on this game (the original two NES titles mainly) but it is my hope that Platinum Kill can do enough different and better that it can stand on its own as not a copy but rather an envolution of the genre. There have been other entries in the genre since Contra and Super C, but I feel like those failed to really capture the excitement and pace of the original games. I want to recapture that as my starting point and layer improvements upon it. Think how the new Doom still feels like the original Doom games but then expands upon it.
The original game this started as (see History section below) took about a month and a half to complete and I've been working on this version since January of 2017. I'm hoping I can complete this in the next 3 months but I'm bad at estimates and it'll probably end up taking way longer. I do all the programming and design myself and UI graphics and then contract out for in-game graphics and music.
I want to talk about my game here, share what I am doing and gather feedback on how I can make the game better. If you want to playtest my game yourself and can use Steam on Windows, just drop me a line.
Videos (newest to oldest):
Custom built using C# and MonoGame.
Steam (Windows). Maybe PS4 down the road.
Platinum Kill started off as Ultra Aktion for XBLIG and later ported to itch.io. My hope was that I could do monthly releases of titles and be able to support myself as a full time indie dev. Because of the short timeframe, I did all the graphics using simple colored rectangles and instead focused on making the gameplay as fun as possible. To this end, I think I succeeded well, but in a flooded marketplace and even at just a dollar, Ultra Aktion didn't stand out. XBLIG, where I released it initially, was also near the end and had a plethorea of issues (such as the game showing up in new releases but not being able to be downloaded for over a week before Microsoft finally fixed the issue). After the itcho.io release, I placed Ultra Aktion in Steam Greenlight was the comment that if it got appproved, I'd turn it into a full proper game. Well it did and that's what I'm doing now.
I'm the developer and founder of Fun Infused Games. My focus has always been on creating 2D old school styled games, games that I grew up playing and have a special place in my heart for. I started making games back in 2009 with XNA and released 8-9 games for Xbox Live Indie Games (XBLIG) over the next few years. After XBLIG folded, I tried a few other platforms, releasing one game on iOS (Hypership Out of Control) and two on Ouya (ugh, waste of time). For the past few years I have been doing Steam releases and have released improved versions of four of my XBLIG titles on the platform. I also have a PS4 dev kit and a mostly working version of one of my games, but I have since gotten distracted doing Steam games. One day I plan to get back to PS4 stuff and release an actual game there too.
Website - http://www.funinfused.com
Twitter - https://twitter.com/funinfused
YouTube - https://www.youtube.com/channel/UCtzFZwb1UhLKp8edddZbq8g
Facebook - http://www.facebook.com/pages/Fun-Infused-Games/261073264705
SoundCloud - https://soundcloud.com/user1903103
Ultra Aktion on itcho.io - https://funinfusedgames.itch.io/ultra-aktion
Current Steam Releases - http://store.steampowered.com/search/?developer=Fun Infused Games
Our team, Forgotten Mines, has launched an early public beta for War to the Core. We are now seeking to form a board of gameplay designers and passionate gamers to help balance the game.
War to the Core is a multiplayer online battle arena (MOBA) game where fleets of massive warships wage tactical battles in low orbit in a struggle to control Earth's resources.
While we are still building up the ships arsenals and weapons choices, there are already quite a few in the game today. Getting the right mix to enable good strategy and tactics without making certain builds over powered or under powered, requires a high level of creativity combined with fine level of tweaking on an ongoing basis.
As a game play designer, you will help make the game more fun by enabling more elaborate tactics and making design suggestions to the development team as well as gain access to new ideas that will are not yet implemented, so you can provide early feedback on them. As a board, you will help tweak the properties of the game mechanics: How far can ships teleport? How strong are mines? How quickly do they explode? How wide is the impact range? How do different weapons change when they gain new levels? And so on.
We are looking for gamers with a good understanding of game balance and a passion for game design. You don't need prior design experience, but you need a great sense of what makes games fun.
If you are interested to join us, just get in touch.
Official website: http://www.WarToTheCore.com
Official app store link: https://www.microsoft.com/store/apps/9n4shfc15wks
Mailing list: http://eepurl.com/cUGQ9v
Facebook page: https://www.facebook.com/WarToCore
Facebook players group: https://www.facebook.com/groups/WarToTheCore/
I would really appreciate some feedback and advice from you guys on the game I'm developing
The game I'm working on is a 2D ARPG single/multiplayer using my own custom engine which is a 2D OpenGL engine inC++.
The game have two distinct areas: outdoor world environments and dungeons. Right now I have reached a point where I'm starting to feel quite satisfied with the outdoor environments but the dungeons feel very lacking right now. Whereas the outdoor environments have at-least somewhat of a depth feeling to them the dungeons just feel... flat...
I am not sure how to improve the graphics in the dungeon areas to get a bit more depth and/or vivid feeling. Outdoor was easier as I could play a bit with sun-shadows and parallaxing but I cant quite use that in the dungeons which is causing problems.
I have posted a few images below on both the outdoor world and the dungeons for comparison as well as a small update trailer if you want to just get a feeling for the current dynamics of the game. Any feedback or ideas on how to improve upon the dungeons would be greatly appreciated. This is the first real game I have developed so I'm sure you guys have a lot of ideas I haven't really though about yet
Best Regards BG109