Old-school twin-stick arcade shooter where enemies spawn to the beat of the music, made casual enough to fit into your lunch break. Easy to get going, challenging to finish, and nearly impossible to master the highscore.
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Releasedatum:
10 jul 2019
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Vroegtijdige toegang

Ontvang onmiddellijke toegang en begin met spelen; raak betrokken bij dit spel terwijl het zich ontwikkelt.

Opmerking: Dit spel in vroegtijdige toegang is nog niet voltooid en kan mogelijk wel of niet veranderen. Als je niet staat te springen om dit spel in de huidige staat te spelen, kun je beter afwachten hoe het spel zich verder ontwikkelt. Meer informatie

Wat de ontwikkelaars zeggen:

Waarom vroegtijdige toegang?

“To collect feedback for balancing and future levels and enemy types.

For this type of game, every level consists of one song with accompanying enemy types and spawn patterns. During early access, after every play run, the number of killed enemies and your score will be transmitted back to us. We then use this data to adjust the difficulty so that everyone has a chance at finishing the song while keeping the highscore leaderboards at a competitive difficulty level.”

Hoelang blijft dit spel ongeveer in vroegtijdige toegang?

“For balancing the play experience, we need data from roughly 1000 play runs. This means that if 50 people join our early access and try 20 times each, then we will have enough data to finalize the balancing. We estimate to reach this goal by end of August.

Once the balancing is OK, we plan to add at least 4 more levels, meaning more songs, more enemy types and special area effects. Every level will take roughly 1 month for us to compose or license the music, design the enemies, and to set a baseline difficulty. Afterwards, we'll need some play runs for each new level to finish balancing.

This leaves us with the following estimated timeline:

1 fully balanced level: End of August 2019
1 playable level + 1 fully balanced level: End of September 2019
1 playable level + 2 fully balanced levels: End of October 2019
1 playable level + 3 fully balanced levels: End of November 2019
1 playable level + 4 fully balanced levels: End of December 2019
5 fully balanced levels: End of January 2020

Accordingly, the estimated end of early access will be January 2020.”

Hoe gaat de volledige versie verschillen van de versie met vroegtijdige toegang?

“We plan to balance the current song so that beginners can succeed with a bit of practice. Afterwards, we plan to add at least 4 more levels, meaning more songs, more enemy types and special area effects.”

Wat is de huidige staat van de versie met vroegtijdige toegang?

“One song = one level is fully playable.”

Zal het spel anders geprijsd worden tijdens en na vroegtijdige toegang?

“We plan to increase the price a bit with each added level. So we'll most likely hike the price by a few percents every month.”

Hoe zijn jullie van plan de community te betrekken bij het ontwikkelproces?

“We believe that the current state of the game is very enjoyable, highly competitive, and short-lived enough that you can squeeze it into your lunch break.

We know that to grow into a proper game, we will need additional levels and better balancing. But we would still like to get this out to you, the gamers, in this rough form, so that you can enjoy it. That's why we are offering it on early access for cheap, because we don't have enough content for a full game yet, and we'd like to hear your suggestions for which content we should add.

We also need better balancing, so after every play run, the number of killed enemies and your score will be transmitted back to us. We then use this data to adjust the difficulty so that everyone has a chance at finishing the song while keeping the highscore leaderboards at a competitive difficulty level.

We plan to add 4 more levels, meaning 4 additional songs. From the style, each song needs to fit the retro / arcade / electronic / energy theme of the game, but we're happy to take community suggestions. That said, it might be very difficult for us to acquire licenses to use well-known songs inside the game, but we'll try.

We'll be using the Steam Community Forums for feedback and discussions.”
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Over dit spel

Old-school twin-stick arcade shooter where enemies spawn to the beat of the music, made casual enough to fit into your lunch break. Easy to get going, challenging to finish, and nearly impossible to master the highscore.

Our new link-gun mechanic allows you to balance between an increased score multiplier and the risk of keeping more enemies alive. More risk means more rewards, so the only way to get a good score is to play with maximum difficulty.

If you succeed, each level is the length of one song, so about 2-3 minutes per round.

Controls Keyboard

WASD to move
Arrow keys to shoot
Space bar for slow-motion
Enter to confirm menu

Controls Gamepad

Left stick to move
Right stick to shoot
Right trigger for slow-motion
A/B to confirm menu

Systeemeisen

    Minimum:
    • Besturingssysteem: XP, 7, 8, 8.1, or 10
    • Processor: 2+ GHz
    • Geheugen: 1 GB RAM
    • Grafische kaart: On-board graphics are sufficient
    • DirectX: Versie 9.0
    • Opslagruimte: 1 GB beschikbare ruimte
    • Geluidskaart: Helpful, but optional

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