Humans are long gone and all that remains are machines, working through the motions set-up by their masters many ages ago. Their sole priority is to ensure everything complies with the obscure standardization protocol, under the supervision of the all-seeing robot leader Quality Assurance System (QuAsSy).
But not all robots are the same. Maybe a result of faulty wiring, there are some willing to stand for themselves, to resist conformity and find their identity.
This bleak lifeless world doesn't cut it. You are
Heart, and you want MORE.
You want to become so unique and dashing that nobody will dare look away from you.
You want to be loved.Heart&Slash is a fast paced brawler with roguelike elements, inspired in equal parts by Bayonetta, Megaman and ADOM. It is also a throwback to our earlier years as gamers, when playing games was all joy...
Started as a personal part-time project (you can follow the development process here), Heart&Slash has grown into something bigger than initially intended. From a one-man project, it soon became clear that a bigger team is required to make it the game it deserves to be.
- Fight using 75 different weapons and 60 different body parts that will change the way the game plays. Teleport, stop time, fly with a jetpack, wall-jump, discover enemy weaknesses and so on. From the trivial to the game-changing, you can try thousands of different combinations.
- Die and try again. Heart&Slash is not an easy game. But dying shouldn't matter as robots can be easily and indefinitely cloned. Every time you start a new game, the levels you fight through, and the items or weapons you collect, will change.
A unique art style that will bring back the memories of game systems long gone. - The game will have almost no downtime. Levels are short and brutal, and the game, in a successful run, should not be too taxing on your time (whether you will ever be able to make a successful run is another matter). Heart&Slash aims to offer the player something new and challenging. Ultimately, playing Heart&Slash is not about mastering one system. Instead, it’s about being able to adapt to what you are given and making the best out of it.
I'm keeping the original announce for further information...
HEART & SLASH
A beat'em up roguelike.
Hi everybody, I am finally showing what is to be my first serious attempt at making a game. I have previously made serious attempts at film directing, screenwriting, and making a decent living, and failed miserably at all of them. Let's see how this one turns out, eh? I know I'm new to the community and posting a Devlog as one of my first posts. As something that maybe will redeem me somewhat, I have to say I am a looong time lurker, and that everything I know about indie gamemaking I owe to this community. I will honestly try to get involved with everybody here.
Anyway, Heart & Slash is a beat'em up roguelike-like (think Binding of Isaac meets DmC). Apart from permadeath and random level generation, roguelike elements will show up in enemy spawning (enemies are modular and hopefully I will obtain decent variety) and the random pick up system. Apart from 3 switchable weapons, the main character can equip and level-up up to four different pieces of equipment (head, arms, body and legs) which allow for new attacks and skills that I intend to heavily modify gameplay (for example, changing from a regular roll-evade to a Bayonetta style time stop).
It seems I will be making the game by myself unless I magically find funding or a pot of gold. Right now I have done programming (in Unity3D), art and animation. I will most likely require help with sound and music, since I do nothing about those fields and I am already trying to juggle too much. I have a couple of leads already in the indie Spanish community, but nothing solid yet.
See that 10% next to the topic name? Well, I think that is actually quite a fair assestment. I have been working on it for 4 months and most systems are in place (some, like spawning of enemies and collectibles will need rewriting to account for dynamic balance, but they work now). Hopefully by late August/mid-September I will have a playable Alpha comprising a somewhat content-scarce first level (out of five) of the game. That will bring the icon to 20%.
Right now I can't predict how much time I will be able to devote to the project in the July-December period, so plans are very unambitious until January. After that, the plan is to plunge into the project (and burn my savings so I can devote almost full-time to this) to *maybe* release the complete game around Sept-Nov 2014 (but this is a wild, wild guess). The purpose of the project was to create a portfolio piece that would enable a thirty-something with no industry experience to land a job in the industry in Spain. We'll see how that goes. I'll also write about that experience.
I´ll post an screenshot and shut up now. I will be updating this Devlog as I find interesting material to write about. I am working without a design document and I plan to make this thread the substitute of one.
I'm keeping the original announce for further information...
HEART & SLASH
A beat'em up roguelike.
Hi everybody, I am finally showing what is to be my first serious attempt at making a game. I have previously made serious attempts at film directing, screenwriting, and making a decent living, and failed miserably at all of them. Let's see how this one turns out, eh? I know I'm new to the community and posting a Devlog as one of my first posts. As something that maybe will redeem me somewhat, I have to say I am a looong time lurker, and that everything I know about indie gamemaking I owe to this community. I will honestly try to get involved with everybody here.
Anyway, Heart & Slash is a beat'em up roguelike-like (think Binding of Isaac meets DmC). Apart from permadeath and random level generation, roguelike elements will show up in enemy spawning (enemies are modular and hopefully I will obtain decent variety) and the random pick up system. Apart from 3 switchable weapons, the main character can equip and level-up up to four different pieces of equipment (head, arms, body and legs) which allow for new attacks and skills that I intend to heavily modify gameplay (for example, changing from a regular roll-evade to a Bayonetta style time stop).
It seems I will be making the game by myself unless I magically find funding or a pot of gold. Right now I have done programming (in Unity3D), art and animation. I will most likely require help with sound and music, since I do nothing about those fields and I am already trying to juggle too much. I have a couple of leads already in the indie Spanish community, but nothing solid yet.
See that 10% next to the topic name? Well, I think that is actually quite a fair assestment. I have been working on it for 4 months and most systems are in place (some, like spawning of enemies and collectibles will need rewriting to account for dynamic balance, but they work now). Hopefully by late August/mid-September I will have a playable Alpha comprising a somewhat content-scarce first level (out of five) of the game. That will bring the icon to 20%.
Right now I can't predict how much time I will be able to devote to the project in the July-December period, so plans are very unambitious until January. After that, the plan is to plunge into the project (and burn my savings so I can devote almost full-time to this) to *maybe* release the complete game around Sept-Nov 2014 (but this is a wild, wild guess). The purpose of the project was to create a portfolio piece that would enable a thirty-something with no industry experience to land a job in the industry in Spain. We'll see how that goes. I'll also write about that experience.
I´ll post an screenshot and shut up now. I will be updating this Devlog as I find interesting material to write about. I am working without a design document and I plan to make this thread the substitute of one.