"Heidelberg 1693" is a 2D Action Adventure with French Musketeers, single shot Muskets and Zombies.
It takes place in a morbid version of the 17th century and mixes historic events with dark fantasy.
#pixelart#horror#arcade#madewithunity
Steam: https://t.co/E7XHnvbjFL
So you are playing games like Ticket to Ride and Catan. It's now a family tradition, but it feels routine.
You need something more complicated. You want moving parts, decisions, and room to get better.
This thread looks at a few games beyond the gateway 🧵
After playing quite a few retro games, I can see why I prefer board games to modern video games.
Retro and board games have understandable concepts that get you into the action right away. Modern video games love to spend hours "introducing" you to the game through tutorials and so-called world building. Boring.
Examples:
Catan? Settle on an island and your foot is already there.
Acquire? Make money by investing in hotel chains and perform hostile takeovers.
Retro video games follow the same beat. Contra is about killing off an alien invasion. Castlevania is about whipping Dracula in the face.
You can do more with less.
@rajarjit Your game looks good and I would be interested, but as a fresh Father sadly I don’t have the time currently for side activities. But let me know when your game is finished!
Sorry I haven't posted in about a week. In that time I was completely removing AI assisted 3D art at the request of fans and completely doing an overhaul of the games art system to rely on just MY art.
This meant transferring the entire concept from 3D animated models to 8 Directional hand drawn sprites on 3D animated texture planes and a complete overhaul on how the camera and combat was working.
Over the last 6 days I have drawn 144 frames of animation (My hand is actually hurting pretty bad, might need to take tomorrow off).
However, I love this direction and I believe the fans are right. I hope you agree, because HOooooooooo boy, this is a LOT more work than what I was doing before and its not even close.
Follow on Discord from https://t.co/gmBhilWlMd or sign up for email list if you want to participate in development with us!
Never even heard of this game but saw a gif of it, saw its 4 bucks on Switch and its nuts.
It's called Rogue Flight. It's more After Burner less Star Fox. Pretty rad.
It’s THE indie that started the whole Star Fox inspired wave of games, and remains one of the best on Steam. I recon Ben deserves his flowers, and there’s never been a better timing for it.
It’s 60% OFF and it’s Ben’s Birthday today, try it out:
Steam:
https://t.co/db0xCGB6qV
Terra Nova: Strike Force Centauri (1996) is a shooter/mech sim from Looking Glass Technologies.
You command Strike Force Centauri, leading up to three AI squadmates through countless missions - from recon, raids, and rescues to assaults - fighting pirates and the Earth Hegemony.
Despite high praise from magazines for its innovation, it was a commercial flop. It sold around 100,000 copies but failed to recoup the high development costs driven by expensive (and pretty cheesy) FMV cutscenes.
Super-high system requirements, no multiplayer, and dated graphics by release doomed it, contributing to Looking Glass’s later financial struggles (RIP). It was originally planned with more tactical gameplay, but late in development the team shifted toward "more action," turning the end into a rush job.
It felt a bit like MechWarrior on life support - ok maybe a tad bit harsh. If you were a fan of such games it was certainly not bad.
Macht die deutsche Games-Industrie 🎮 wirklich mehr Umsatz als Kino / Film🍿 und Musik 🎤 zusammen? Eindeutige Antwort: Kommt drauf an – nämlich darauf, wie man rechnet. Details: https://t.co/0JhgBBVYQf
Return to Castle Wolfenstein is peak WW2 sci-fi pulp. Proto-jets, experimental death rays, occult rituals, undead soldiers, and genetic monstrosities. The entire game feels like raiding the lair of a Bond villain who does black magic.
The included Geometry Nodes setup for procedural thickness, seam separation, and UV unwrapping is GENIUS! That alone saves hours of manual work! ✨
Download this immediately! 👇
https://t.co/gwJ8ieYF52
One thing game devs should learn is ABS: Always Be Shipping.
I learned that working with @notch As Mojang grew and new coders joined the team, there were complaints about old code/shortcuts/“bad” technical decisions.
My response was usually: without those decisions, none of us would be here. There probably wouldn’t even be a Minecraft if everything had been done the “correct” way from the start.
Games are explorative. You build, test, cut, rewrite, hack things together, and keep moving. A shipped imperfect system beats a perfect system that never makes it into players’ hands.
I’ve never worked on a game where you didn’t have to go back and touch old code/systems later anyway.