We just launched the steam page for our movement shooter FPS inspired by various classics. Looks like Quake, feels like Ultrakill.
#indiegames#WishlistWednesday
https://t.co/Z7ukfPKNcA
@Boolean_Var We paid our artist for our Capsule. We only found them because they were fans of Ultrakill and saw their art. I was like damn, that's it. That's the person that's gonna do our capsule art. Now we're vibing.
Still love it.
https://t.co/485ubKo1GN
@Chavenham We made our game fast af, and replayable for times.
I can't stand slow games. You can skip the tutorial. You can go straight into the gameplay.
@Glorious Now you just have to open up your Steam, and navigate on over to Shothop to try out our game demo yourself and use your own opinions to formulate a verdict.
What a time to be alive to checkout SHOTHOP. ๐ค
https://t.co/Z7ukfPKNcA
@funnyToasty Here's what I've learned from launching out first demo ever. We pushed it June 3rd.
- Be 1 Month EARLY to Next Fest, and polish your demo during that Month
- Exported builds play different than debug builds
- If you allow user content; your game can only work 1-way