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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 05:19:39 PM

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1  Community / Townhall / Re: Nanotris - arena-shooter partygame - RELEASED on: August 07, 2016, 02:33:56 AM
Revival of an really old thread. Sorry for that.
We have finally released Nanotris.
http://store.steampowered.com/app/460590/

For the good gentlemen and -women at Tigsource, I give thee 10 keys for it  Gentleman

KYHC0-2Y9JM-J3GZC
EAT8E-KWCH8-3PGFC
BNM2B-ACL0K-D5M4Y
E8JQC-64FZ3-CYEBL
K3633-D2YVY-B27I0
3NET9-GFNBT-3C5L0
CWBH8-D8C85-N3FZW
VYX9G-X5XVD-89R0N
0KDG8-J0PQY-8EGBP
GRF3J-L7QYH-IWXWK

If you like the game, drop a review or tell a friend.
Thanks for all the support here and elsewhere. Keep on gaming  Hand Joystick
2  Community / Townhall / Re: Nanotris - arena-shooter partygame - now on Greenlight on: November 23, 2015, 05:56:12 AM
We released a new

for Nanotris.

We're still on Greenlight. If you like what you see, give a vote for us.
https://steamcommunity.com/sharedfiles/filedetails/?id=527379605

I'd be happy to answer any and all questions you might have.
3  Community / Townhall / Re: Nanotris - arena-shooter partygame - now on Greenlight on: October 14, 2015, 10:14:14 PM
I wrote an article about the development and design process of Nanotris, during these 9 months of development.
I you're interested about such things, give it a go.

http://www.indiedb.com/games/nanotris/news/nanotris-from-cradle-to-greenlight
4  Community / Townhall / Nanotris - arena-shooter partygame - RELEASED on: October 13, 2015, 04:22:27 AM




Hi Tigsource!

Trigger warning: shameless self-promotion coming up.

After 9 months of hard work, our arena-shooter partygame Nanotris has hit Greenlight.
We'd appreciate if you would take a moment of your time to vote for it, be it 'YES' or 'NO'. Hand Any Key Big Laff

You can find some gameplay info below, and I'd be happy to answer any and all of your questions.
Feedback is also warmly welcomed.

Cheers,
Afterlife Entertainment







Each player has core. The aim of the game is to destroy the other players' cores and protect your own.



Nanotris' gameflow works in two phases - Building & Destruction. In the building phase each player has a limited time to collect as many cubes as they can. The cubes act as a makeshift armor to protect the ship's core. Cubes snap on to the the core and other cubes like magnets. Players can not shoot each other during this phase. After the building phase is over, the Destruction phase will begin.

Additional cubes can be acquired during the Destruction phase by either detaching them from other players, or by killing Critter Queens.




Nanotris features many different arenas. Each arena has been designed to fulfill a different kind of game experience. Some are more tactical, some hectic, chaotic, small, large, you name it.





During the Destruction phase each player has basic blaster available at all times. Special weapon power-ups spawn periodically on the arena. Whoever collects them first, gets to fire powerful weapons against their enemies. Basic flow of the game during this phase usually goes as follows:
-> Players race towards the power-ups
-> someone gets it
-> everyone else flees for their lives.

The winner of Destruction phase is the last man standing.



Destroying other players is not the only thing you can do. The arenas are riddled with pesky little Critters. If the players take the time to shoot these buggers, they get a power orb in return. Collect 10 of these, and all your weapons become more powerful, and you even get access to better weapons that others won't.



...However, the critter are protected by their mommies. Critter Queens have been the demise of many unwary Nanotris champions.Though, with careful aim and dodging skills these maggots can be brought down. Critter Queen spawn a few additional cubes on the level upon their death. PRO-Tip: If you're running low on cubes, avoid danger and try to re-stock from these.
5  Community / Townhall / Grim Express (free download) on: June 17, 2014, 02:21:08 AM

Hi.

We made a story-driven-adventure-murder mystery  -game in last weekend's YYA-jam. It's made in 48 hours. If you want to try it out, you can download it from here  Hand Any Key

Enjoy, and give feedback if you want to.
6  Community / DevLogs / Re: Ninja - (Afterlife Entertainment) on: April 25, 2014, 12:51:20 AM


We've been developing one of our three city areas - Shacktown. If you want to know more, follow the link.
7  Community / DevLogs / Re: Ninja - (Afterlife Entertainment) on: November 21, 2013, 01:29:52 PM
We haven't really dumbed down the game to appeal to casual gamers. It would be quite stupid from us to make a game for niche audience, and then take away the things that audience likes.

However, what we have done is streamlining the game especially for tablets. This means that we try to keep the amount of buttons to a minimal (at the moment we have none), and the look & feel in general suitable for a mobile game.

So what about the difficulty then. Ninja surely won't be as hard as Commandos was back in the day, and it won't be nearly as  either. Then again, Commandos was more slow paced game than Ninja.

Ninja is more of an action-stealth game, like Thief and Hitman are. As with Thief and Hitman, you can also complete Ninja easily by playing the game like a hack-n-slash, but if the game is played more stealthily it's:
a) more challenging
b) more rewarding (in many ways)
c) the only way to play the game 100%

There are also levels where killing or even being seen is forbidden.

At the end of the day, we are trying to make a great game. A game that we and others with similar interests would like to play. A game that has it's roots in our own youth, but polished and re-designed to meet today's needs. Money is of course asked for hard labour done, but money is never a good enough reason to make a game worse or dumbed down to be fit for a wider audience.


Then to the quote. I didn't even remember it at first, but recognised it as mine. I'm afraid you won't get much of a debate out of this. The text goes a bit overboard, but has some elements of truth in it (or at least in my opinion). First of all, of course there are many hardcore games and hardcore gamers on iOS. Mobile games were originally meant as "bus stop games", which you can play for 5-10 minutes, and then stop. Facebook games had the same kind of mentality. They came to replace solitaire for boring moments. Nowadays tablet and mobile games are the fastest growing gaming platform, and therefore they also have all kinds of games. However, the majority of mobile platform players are still people who have just started playing games in general or just like the casuality of its games. Therefore, even Ninja has to have a casual side (read: proper tutorial phase and suitable difficulty curve) to be playable and enjoyable even to the players that are outside the target audience.

The quote you posted was a provocative comment aimed more towards developers or games they make in the industry in general, than players. I at least have been frustrated many times because console games are either dumbed down or I'm being rewarded with an achievement for just advancing in the game. Or at the mobile side, when I'm presented with a metrics-first or unethical-IAP game.

tl;dr; Ninja will have enough challenge for a HC gamer. Ninja will also be suitable for non-gamers. I don't think people can't handle HC games on mobile. I'm saying big money developers often create low-risk and over-saturated games.
8  Community / DevLogs / Re: Ninja - (Afterlife Entertainment) on: November 18, 2013, 02:57:15 AM
Hi. Have you missed us?

Here's a little update on how Ninja is doing (with new screenshots). Drop a comment on the new look.
9  Community / DevLogs / Re: Ninja - (Afterlife Entertainment) on: October 16, 2013, 01:21:37 AM
Thank you. Gentleman
It was a labour of love.
10  Community / DevLogs / Re: Ninja - (Boogie Games) on: October 15, 2013, 12:57:06 AM
Hello again. It's been a long time, and a rollercoaster ride for us. Ninja is alive and well, and we will be posting more about the development of it later. However, we have changed our company name from Boogie Games to Afterlife Entertainment.

With this, we have also created a new image for the company. Here's a blog post about the creation process of the new us.

Click here
11  Community / DevLogs / Re: Ninja - (Boogie Games) on: August 26, 2013, 01:12:57 AM

It seems that we're entering a competition of sorts. To find out more, check out the new blog entry.
12  Community / DevLogs / Re: Ninja - (Boogie Games) on: August 12, 2013, 03:16:42 AM
We started with 3D camera, but changed it to orthographic due to controlling issues on iOS. The camera angle is fixed, but if you go behind walls the walls go semi-transparent. Enemies are also shown behind walls as silhouettes.
13  Community / DevLogs / Re: Ninja - (Boogie Games) on: August 12, 2013, 02:39:50 AM
Quite so. This thread has mostly been a monologue. I guess people are just awestruck and rendered speechless.  Tongue
14  Community / DevLogs / Re: Ninja - (Boogie Games) on: August 12, 2013, 01:56:26 AM
Hello again, it's been a while.

We were on holidays for a few weeks, but we're back in action now. We're closing in a point where we can't actually reveal any secrets without risking spoilers, but here's an update post all the same.
15  Community / DevLogs / Re: Ninja - (Boogie Games) on: July 12, 2013, 03:06:11 AM
The gameplay speed has not been modified for the video. Everything you see is real gameplay.

...and I agree, overhead stealth is rarely seen.
16  Community / DevLogs / Re: Ninja - (Boogie Games) on: July 12, 2013, 02:34:27 AM
Hi all

As promised, here's some moving images. Pre-alpha gameplay video

17  Community / DevLogs / Re: Ninja - (Boogie Games) on: July 04, 2013, 04:26:21 AM
This time we talk about "How to make a great Stealth game for iOS" *click*

18  Community / DevLogs / Re: Ninja - (Boogie Games) on: June 28, 2013, 03:17:43 AM


This week's blog post.

We've been updating our graphics and AI. Enjoy!
19  Community / DevLogs / Re: Ninja - (Boogie Games) on: June 17, 2013, 05:29:17 AM


Yet again, a new blog post. It would be nice to have a dialogue of sorts either here or there or anywhere. I'd appreciate feedback and criticism.

Until next time  Ninja
20  Community / DevLogs / Re: Ninja - (Boogie Games) on: May 29, 2013, 12:41:37 AM
Ninja has gone through a lot of changes. Read the Post Mortem about our trip to Nordic Game Conference here.

We should have a gameplay video coming up for you pretty soon.
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