Category Archives: Indie Pennant

Hive Jump Preview

I was given a chance to try out an early build of Graphite Lab’s Hive Jump. The following preview is based on what I have played so far and what I infer from their Kickstarter campaign.

Some of the greatest Science Fiction films are Aliens and Starship Troopers. These movies are filled with rough and tough mercenaries with big guns and bigger attitudes, blasting away monsters that come in droves. Hive Jump is inspired by these elements and is shaping up to be an awesome game.

HIVE JUMP SCREEN SHOT

Pixels have taken over PC gaming since Minecraft’s success and I couldn’t be happier. Hive Jump looks great, combining that beloved retro style with modern techniques. The game utilizes a powerful lighting tool known as Sprite Lamp, adding to the overall tone and atmosphere of the game. Sprite Lamp, the backgrounds, the environments, and the sheer ferocity of the enemies is molding Hive Jump into an interesting piece of Sci-Fi.

Players will be donning the persona of the typical space marine, lugging around heavy armor and heavier weaponry. Each weapon is upgradeable with the goo collected from fallen foes. Adding to the armory are upgrades scattered throughout the maps. Players will have to balance their weaponry while fighting off wave after wave of nasty bugs. There are also plans for a strategic campaign mode that lets players plan out each precise strike.

What I found most interesting about the demo is the speed at which the game attacks the player. While this may not be the case in the final version, I found myself quickly overwhelmed on single-player mode, but that just made me hungry for more bug goo. Luckily, on a respawn, players blast away aliens from the sheer force of their drop into the hive. This is similar to how arcade beat-em-ups would treat coming back to life, and the mechanic fits well into the theme and the gameplay.

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Each weapon feels different and their upgrades are always a treat to use. Although, I did have a lot of trouble using the charge beam; it took way too much time to build into a lethal dose. As I mentioned earlier, these bugs don’t wait around, nope they filleted me out and waited for my clone to drop from the sky. Let’s just say I fed a lot of bugs on my first couple drops.

Unfortunately, the demo lacks the collecting and upgrading mechanics, but I can’t wait to see how those are implemented further. As the game is developed more and more weapon ideas are sketched out. I’m hoping to see TONS of unlockable content including weapons, areas, modes, and characters. Already there are plans to bring Bart from Aegis Defenders into the hives. Multiplayer should also prove to be great, but I hope to see something new come out of playing with friends that I haven’t seen already.

HIVE JUMP WITH AEGIS DEFENDERS

What impressed me was Graphite Lab’s love for other developers. The Hive Jump Kickstarter page actually holds several other games in development. Graphite Lab, unlike most developers, is actually spreading out the spotlight instead of the typical “Look at me and my game! Give me money!” stance. It is humbling to know that these developers aren’t necessarily out there to fill their pockets, at least alone. They’re willing to spread the joy of gaming, no matter who is making the game.

All in all, I can’t wait to see what else Hive Jump will have in store for players on its release. If you need me, I’ll be throwing grenades down the throats of murderous insects. Private Alex of the Giga 304th Battalion signing off.

GIGA Sugar Challenge!

Sugar, Sugar. I got to level 19, I don't see anyone beating that any time soon.  Boom.

~Jack~

Tutorial

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Alt Control Delete – Indie Comic

Alt Control Delete Kickstarter Page


A comic book mini-series set in a world where games are transfused with nearly every aspect of life and the singularity approaches.

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THE TEAM

Alt Control Delete is a collaboration between writer Ramón Govea, DC/Wildstorm & Lion Forge Comics artist Eddie Nuñez, & the incredibly talented colorist Ander Zárate, who has painted for MarvelDC Comics, and BOOM! Studios among others.

THE STORY

Set in a futuristic world where video games have evolved into a virtual reality professional sport. Technology and games permeate nearly every aspect of life in a culture that thrives on games and competition and a society where XP is currency. The prevalent philosophy of this society walks the border of trans-humanism: man and machine are beginning to merge, but not everyone is happy about it.

In Alt Control Delete: Collapse, rising star and professional gamer, Tess is in pursuit of her AWOL friend. When Tess’s secret investigation leads her deep into the gaming underbelly of New Angeles, she is faced with a choice: risk her tournament standings and follow her friend’s trail or return to the safety of the compound and forget what she’s seen.

We are seeking $10,000 USD to finish the 24-page first issue. The script is finished, and Eddie and Ander are already working on the rest of the pages for Issue #1. All of the funds raised here will go toward the art & printing of the book, fulfilling perks, marketing, and kicking transaction fees back to Kickstarter and Amazon.

As soon as the book is finished we pitch to publishers and submit to Comixology, the largest self-publishing platform for digital comics.

COST BREAKDOWN:

$5,200—Finish the First Issue

$1,800—Printing the First Issue

$1,100—Fulfill Rewards: Printing and US Shipping for perks

$800—Pay Amazon and Kickstartr Fees

The rest goes to right to Marketing, including Promotional Art & 2015 Convention Booths)

We are kicking it forward and donating 5% of anything raised over our goal amount to other Kickstarter projects.: http://kickingitforward.org

On Day 1, we got some love from the guys at Atomic Moo and will be doing an interview on their Moocast next week!

We were also featured on the popular geek fansite You Know Whaaa!

Cuphead: An Interview with the Developers

[youtube http://www.youtube.com/watch?v=3jDZfREYppk&w=560&h=315]

During Microsoft’s E3 Press Event, there was one game that stood out to me. Cuphead is being created with all the old cartoons of the 1930’s in mind, while the game mechanics hearken back to the classics of the SNES and Genesis. Recently, I reached out to Studio MDHR with a few questions:

== When designing the game, how did you capture the tone of classic cartoons? What sort of technology are you utilizing? ==

The main tech we are using isn’t a tech at all. It’s all traditional hand-drawn and hand-inked animation which is exactly how they animated in the 1930s.

To ensure that the style is very close to the original material, we constantly research tons of cartoons from the era to gain knowledge and study the way key animations were approached. It also lets us add to our ever growing style guide that is filled to the brim with things that we adhere to most of the time—visual aids like: eyes[mad/sad/happy], pupils, blink types, teeth, tongues, hair, hands, feet; animation aids like: turnaround frames, action lines, timing, cycles; and even flaws: missing color in frames, poorly drawn in-between, etc.

After all of that is placed in the game, we have a bunch of post-processing to aid with the visual style we are trying to replicate. Different types of blur, subtle vignettes, dust, scratches, hair, noise and other layers are built on top of each other to produce what you see in the game. We’ve spent a TON of time getting the effects just right—probably two and a half months or more!

cuphead-schmup1

== Judging from the videos, Co-Operative play looks to be a major feature. How are you handling Co-Op? ==

Co-op is a necessary feature for run and guns—this genre was MADE for two players!

We are testing out some team-up moves, but nothing has been implemented yet; we are very picky about fine-tuning and how one thing can affect multiple areas. If we can’t create ideas that complement or add/improve on the gameplay, we’ll drop it.

Two players has a unique give and take: some situations become easier while others can turn instantly chaotic if both players are not in tune. Co-op creates comradery and that in turn creates friendship—so what we are really saying is that Cuphead will create new relationships.

== Cuphead has a subtitle. Does this make Cuphead a planned franchise? ==

If we are lucky enough to work on other games in the future, we are hoping that we get to expand on Cuphead. But that doesn’t mean we are planning for it at all. We are going all out on this first release to the best of our ability and within a timeline that makes sense to us. In our minds, we are treating Cuphead as if it were the only game we’ll ever release.

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It would be nice to explore more ideas and increase the Cuphead universe before moving on to a new title, but only “father future” knows if this will occur. We also both still dream of a Sega Master System port too, but all of our focus is on finishing Cuphead (SMS fans keep your fingers crossed!)

cuphead-bat2

== Will there be any secrets or things to unlock? ==

Yup, yup! We will have things like bosses, weapons, alternative path/shortcuts, NPC dialog, etc. As well, we will have a new game+ (that increases the challenge to a level we are proud of) and we are playing around with the idea of mini-challenges (e.g. defeat Boss 3 without letting him jump over you).

We always found our favorite games had secrets and even other hidden subtleties, so it is a MUST for us to include them in Cuphead. Take Punchout!: there are so many nuances to what seems like a simple game that it can be replayed for many years. It took me a lifetime to figure out first round K.O. strategies, and every replay felt as rewarding as the first time I played it.

== The Xbox 360’s Indie library, while vast wasn’t overly impressive. Do you think this is changing with the Xbox One?==

Accepting that the 360’s indie library wasn’t perfect doesn’t change the fact that some of the best games on the system were indie! With the constant growth and support of the indie scene, the Xbox One will be a great place for indie titles and we couldn’t be happier to be a part of the roster. I could be wrong but, if my memory serves me well, Nostradamus had predicted the perfect indie utopia happening in 2015, so let’s wait and see!

cuphead-slime2

== There’s been very little shown so far. Are there any plans for more footage or a demo? ==

When we are happy with what we have, we will show more. We are going to show off the parry system soon, and continue to provide additional footage as development presses on. A demo will come too, we aren’t sure how we will handle it initially (press only, or at an event [PAX, etc.]). But once we make decisions on that sort of stuff, we will let everyone know on this newfangled thing called ‘the internet’.

== Alex’s Thoughts ==

All in all, I’m massively excited for Cuphead. Hopefully, the newer consoles make independent developing easier. These days all the big name titles take few risks or stick to a formula they know will make money. Making money is the name of the game, but does the industry move forward when these games flourish? With the recent purchase of my gaming PC, I’ve found myself buying more and more indie games. Not only because they’re cheaper (that does help), but because I see true heart in them. It’s a level of soul that I remember from my days of staring at a lined screen, connected to the game by a wire on my controller.

Indie games are rapidly becoming the best games around. So next time a new Call of Duty comes out, think of how many indie games you could buy instead.

Keipr Online is Back!!

If you haven’t heard already, Keipr Online is back in development! YAY!

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