I thought the full game was coming to itch. What happened? Are you also going to address the issues people have been talking about on the Steam forums?
I just saw that RedArtGames is doing a physical of this so I hope it's going to include fixes to the game.
It looks amazing, it will be my next game when I complete the one I am playing right now, I am curious about this game development, how many people were involved? It is fully made in Unity (was the experience good?)? Good job.
Yes, I love your music!!!! It is not too "retro" and not too "modern" for my taste. We have many tracks of your music in many stages! Have you seen, that there is a video with around 24k views? https://www.youtube.com/watch?v=Q-SAXeKTEZw
Thanks for the link, it's so cool to see the game in action. The game turned out great, very awesome! I absolutely love the retro, SNES-era aesthetic.
If we work together in the future, I could compose some custom music for the stages. I can also do quite a bit more than retro game music as well, that's just what I post here for now. Thanks again for using my music, it's always been a dream of mine to be part of a game-development team. You've made my dream come true. :)
I absolutely love this game, the gritty dark setting, the challenging 2D combat. It's one of the few games that could make me want to get better at, hopefully the full game will more challenging than the demo
Really cool game in an awesome setting, saw it from an alphabetagamer post! Definitely doesn't feel like just another platformer, hopefully you manage to get the game done. Demo felt way too short tho lol, should have at least a boss encounter.
This was a neat game to play. Interesting idea and setting, and zombies are a lot scarier when you have a musket instead of an automatic rifle! (I'm too dumb to know what a powder charge is.) I couldn't quite beat the boss, but I did get close a few times. Best of luck with continued development on this game!
Well you sure did your research and it was worth it! From the trailer to me actually playing the game I really enjoyed it! The art style in the game is amazing and the whole concept of the moon king vs. sun king is so cool!
Where did you find your inspiration for the art style? Or how did you decide to go with this style? :D
I don't know if you've heard of Game Development World Championship before (gdwc2019) but it's a competition for indie game developers where they can submit their games and it's free! It's great if you want some more visibility for the game and it only takes a couple of minutes to join :)
The game is not bad, there are various enemies, but the gameplay seems to be unfinished, the animations are strange, the collision boxes seem to be too big, both the player and the enemies.
Even off-screen Snipers shoot the player, as well as spawning enemies endlessly, all of which leaves the game quite unfair.
It seems that it is using very heavy effects of post processing, there is no drop of frames in the game, however my PC heats up a lot, as it is in pixel art and does not have so many light effects "at least I did not see many in the 3 phases of the game" , there is no need to use so many resources.
To your pause screen not for unity timeScale, everything in the game keeps on happening.
Watch this video that teaches in a very practical and simple way how to make a pause screen.
Many thanks. We have adressed many issues in version 1.2.
regardings the performance. You can change the setting in the start up menu to a lower quality. This could help. We will start optimizing the Software when our game design is manifested.
I had a great time with the demo but I think there were a few things that weren't properly communicated, mostly, it seems, due to the lack of a tutorial. There seemed to be ladders all over the place that I just couldn't climb and an enemy type that appeared to be immortal while spawning new enemies. The lack of any progress saving checkpoints was a little tiring as well considering the overall pacing of the gameplay. It's a solid concept and I had a blast playing, just some general quality of life stuff.
Hi, thank you for your review and the time taken to note the very much appreciated insisghts. Today we had a public testing at the German Dev Days and several users miskept the posts as „ladders“, too. Something among many other observed details we are definitely going to fix. Same with the pacing. Right now we intend to make the progress up to the final version transparent. So, if you like check in once in a while and judge wether or not we are improving.
And I forgot: the vid you made is awesome. This helps us. We are a small two person enterprise and we played it while developping so often, that we need to see what other users feel like when playing it the first time. In Germany we have a nice word for this: Betriebsbindheit - working blindness. Very much appreciated.
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I thought the full game was coming to itch. What happened? Are you also going to address the issues people have been talking about on the Steam forums?
I just saw that RedArtGames is doing a physical of this so I hope it's going to include fixes to the game.
Hello, the RedArtGame-Team has smoothen out the technical side :)
This game/demo's difficulty is stupid. I truly dislike this demo unfortunately smh.
It represents accurately the games difficulty and its simply to hard for you.
Where is gameplay demo
We made it invisible, as the Demo is very old and could create false expectations to the main game, which is released on Steam.
It looks amazing, it will be my next game when I complete the one I am playing right now, I am curious about this game development, how many people were involved? It is fully made in Unity (was the experience good?)?
Good job.
Many thanks,
the core team was 2 people in a timespan of three years. And yes, we have used Unity as we already had experience with unity from the last two games.
Seen the full game was released on Steam. When it the itch version coming?
We planned in one or two months.
Hi, loving the game, just wondering if there is a way to rebind keys. Thanks
Its only possible in the Unity Setup Menu right at the start. Currently its not possible the rebind keys in the game itself.
Thanks for using my music, please let me know if you'd like to work together on future projects sometime. :)
Yes, I love your music!!!! It is not too "retro" and not too "modern" for my taste. We have many tracks of your music in many stages! Have you seen, that there is a video with around 24k views? https://www.youtube.com/watch?v=Q-SAXeKTEZw
Thanks for the link, it's so cool to see the game in action. The game turned out great, very awesome! I absolutely love the retro, SNES-era aesthetic.
If we work together in the future, I could compose some custom music for the stages. I can also do quite a bit more than retro game music as well, that's just what I post here for now. Thanks again for using my music, it's always been a dream of mine to be part of a game-development team. You've made my dream come true. :)
I absolutely love this game, the gritty dark setting, the challenging 2D combat. It's one of the few games that could make me want to get better at, hopefully the full game will more challenging than the demo
Many thanks! The current stage is from the middle part of the game - so you will get a lot of more challenging stages.
Great! That's what I want from a game.
Really cool game in an awesome setting, saw it from an alphabetagamer post! Definitely doesn't feel like just another platformer, hopefully you manage to get the game done. Demo felt way too short tho lol, should have at least a boss encounter.
Many thanks - yes alphabet gamer did a great job showing the game. There is a lot of feedback that we can work with :)
This was a neat game to play. Interesting idea and setting, and zombies are a lot scarier when you have a musket instead of an automatic rifle! (I'm too dumb to know what a powder charge is.) I couldn't quite beat the boss, but I did get close a few times. Best of luck with continued development on this game!
This game looks so funny. Wanna play it
Show post...
good
INTERESTING GAME.
This is going to be an AWESOME game. I love the muskets!
Well you sure did your research and it was worth it! From the trailer to me actually playing the game I really enjoyed it! The art style in the game is amazing and the whole concept of the moon king vs. sun king is so cool!
Where did you find your inspiration for the art style? Or how did you decide to go with this style? :D
I don't know if you've heard of Game Development World Championship before (gdwc2019) but it's a competition for indie game developers where they can submit their games and it's free! It's great if you want some more visibility for the game and it only takes a couple of minutes to join :)
Really fun game. I got a little rage-y at the end there.
Many thanks for the Video!
Hi thank you :D
The game is not bad, there are various enemies, but the gameplay seems to be unfinished, the animations are strange, the collision boxes seem to be too big, both the player and the enemies.
Even off-screen Snipers shoot the player, as well as spawning enemies endlessly, all of which leaves the game quite unfair.
It seems that it is using very heavy effects of post processing, there is no drop of frames in the game, however my PC heats up a lot, as it is in pixel art and does not have so many light effects "at least I did not see many in the 3 phases of the game" , there is no need to use so many resources.
To your pause screen not for unity timeScale, everything in the game keeps on happening.
Watch this video that teaches in a very practical and simple way how to make a pause screen.
I love your art style, congratulations.
Many thanks. We have adressed many issues in version 1.2.
regardings the performance. You can change the setting in the start up menu to a lower quality. This could help. We will start optimizing the Software when our game design is manifested.
I had a great time with the demo but I think there were a few things that weren't properly communicated, mostly, it seems, due to the lack of a tutorial. There seemed to be ladders all over the place that I just couldn't climb and an enemy type that appeared to be immortal while spawning new enemies. The lack of any progress saving checkpoints was a little tiring as well considering the overall pacing of the gameplay. It's a solid concept and I had a blast playing, just some general quality of life stuff.
Hi, thank you for your review and the time taken to note the very much appreciated insisghts. Today we had a public testing at the German Dev Days and several users miskept the posts as „ladders“, too. Something among many other observed details we are definitely going to fix. Same with the pacing. Right now we intend to make the progress up to the final version transparent. So, if you like check in once in a while and judge wether or not we are improving.
all the best,
Guido
And I forgot: the vid you made is awesome. This helps us. We are a small two person enterprise and we played it while developping so often, that we need to see what other users feel like when playing it the first time. In Germany we have a nice word for this: Betriebsbindheit - working blindness. Very much appreciated.
Guido :)