Posts tagged " launch date "

Extra enemies…

June 17th, 2014 Posted by News No Comment yet

Hey Everyone!

Well, the bug fixing is still coming along but we’re finally getting close to the tweaking stage! We have some exciting updates to share too! Since only one of us can be in the code at a time, I’ve been doing extra art assets for the game! In the past two nights I’ve drawn up seven new enemies for the game to break up the relentless onslaught of the undead in every stage.

Although the story itself is about the sword and a demon who raises the dead, I found it was just too repetitive to kill undead enemies in every stage. Also I felt there was a lack of medium sized enemies too. I had code kicking around from other projects that made it quick and easy to add the AI in, while we could cut and paste the rest of the things (damage to enemy, damage to player and XP) and do a simple replace of objects in the code. Repetition in enemies was a concern of my own and a couple of the beta testers. So that’s one major thing down!

New Enemies
A list of new enemies are:

  • Giant Slime
  • Skeleton Archer
  • Wisps (5 kinds)
  • Orc (3 kinds)
  • Stone Death Heads
  • Hopper Goblins
  • Tree Giants

Chris

Insanity’s Blade is being pushed to TBA status

June 7th, 2014 Posted by News No Comment yet

Hey everyone,

Well we have the game completed aside of a few minor glitches. But we’ve had people testing the game and all have made suggestions to game play mechanics, sounds issues, and other little things. So we’ve talked it over and decided to put the game intoTBA status for the public.

While the game plays great, there have been suggestions to make it even better and with a little more time we can do it. But for now, we will be giving our Kickstarter backers a private build of the game completed as intended. Based on more people playing, we will collect the best suggestions to the game play and make the changes before releasing to the public. We really don’t expect it to take that long but we’re also not happy with announcing release dates and then pushing it back again. So this time we will finish the game (again) and then announce it a week before release.

As is, the game is completely playable from start to finish in both single player and co-op modes. But the common issues people have are the controls/movement – too stiff or too loose. People have also complained about the music/sound not suiting the game. So we are going to look into everything we can to make this game as enjoyable as possible for everyone who wants to play it.

We really do listen to feedback and take it very seriously! While we know we can’t make everyone 100% happy, that doesn’t mean we shouldn’t try!

Thank you again for your patience!
Chris

A big bad bug – The beta testing has paid off!

May 21st, 2014 Posted by News No Comment yet

Hey Everyone!

So Bug testing has paid off. There was a game breaking bug that we need to make sure we have completely ironed out before launch. So to play it safe we are going to push the date back to the 10th of June. This bug can actually stop progression through the game and it may have occurred when we were removing objects to stop the game development program from crashing (event trigger will go blank when you delete an object but the event contents remain meaning they constantly trigger for no reason – this actually happened in several spots but the rest were minor).

So now we have to go through the code very carefully to make sure we’ve killed it properly! I think it was only in a few spots but you never know. The game has grown so big in size we may have cut and paste something somewhere and forgot about it.

There were a few other minor bugs to squish but we’ve gotten most of them already. So sorry again for the delay, we are working hard to deliver a great experience to you the first time around!

Chris

Good news, bad news…

May 16th, 2014 Posted by News No Comment yet

Hey everyone!

Well it looks like that little setback with the development tool cost us our bug testing time. And we’re not comfortable with releasing the game with only a day or two of testing. So we’re going to hold the game back until the 27th of May. We are just putting the finishing touches on the game now. Some features have hit the cutting room floor and some will be coming later down the road in updates in order to keep you coming back to play the game again!

So the game is very much close to completed, we’re just polishing and bug killing as we speak.

So the only things being cut for now (but possibly still being added later):
– Auto player 2. It worked, but way too well. Auto player 2 could actually finish the game for you and that was bad. We aren’t removing this from the code however. But for now we will keep it out of the options until we can tweak it more. It was sad to watch the Dwarf run ahead of you and kill stuff before you could even hit the button! Also with the addition of Co-op it kinda made it a little pointless.
– Sound Test. I wanted to do something a little fancy for it. So it probably come in an update. But it’s not there for now.

And the things coming in updates are the following:
– Arena Mode and Surfing Mode 
– Side Quests and selectable (from map screen) Items. We will add one or two side quests to the map with most updates for you to play and get power up items to give the game a new way to play!
– Additional Languages. We are starting with English and as we get new translations we will be adding them to the game. Brazilian Portuguese will be ready within a few weeks of initial release, with more languages to follow.

Other than that, the main game is intact. Co-op is in, multiple characters to play in co-op, 16 stages with a bunch of gigantic boss fights. A bunch of mini bosses (The King is a pain in the butt). Probably about 20-30 different enemies. Corpse Surfing… So basically it’s just the extras and not the main game play effected. Oh – the naked zombie lady dancers made it in. Hopefully no one will complain about a pixel nipple 😀 This in fact part of the original story. The undead wizard however was replaced by an undead priestess (becomes playable character). The crusty old man/wizard zombie wasn’t working for me, he looked like all the other zombies.

The priestess is a playable character for player 2 between stage 12 and 15. Pic below is of The Mouth of Hell stage:

Thurstan actually has the sword in this stage but the stage was built before we added that part of the code to the layout!

Speaking of which – once you have the sword, the way you play as the main character changes. He is limited to two very powerful attacks instead of multiple weaker ones. This was to go with the story. It also makes the final stages of the game more exciting since you can’t easily pummel enemies from the sides of the screen with daggers anymore.

So aside of the push back and the removal of auto 2p (for now) it really wasn’t that bad. We’d rather play it safe and make sure the game is awesome the firs time you play it and not full of bugs we missed because we ran out of time!

Thanks for being patient! It’s only a little over a week away!!!

Chris