The only split-screen single player twin stick risk 'em up in which your score is meaningless unless you exist. If you do not extract you do not keep your score. Playing 'til death is not an option. Don't lose sight of your mission. Trackher.
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6 user reviews - Need more user reviews to generate a score
Release Date:
Aug 28, 2017

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I dropped out of "game design" school. It was a complete waste of time. Creating A Duel Hand Disaster: Trackher has not been. With no prior programming or game design experience I've made it this far. I'm now towards the tail end of development and if events like PAX, RTX, MineCon, TwitchCon, and SIX have taught me anything it's that you guys love to break things. Now that most of the mechanics are finalized, Early Access will allow me to learn how players utilize them, what loopholes they find, and how to best counter them so the game can continue to have hellish challenge that's fair and extremely rewarding.

In addition Early Access allows me to gather as much feedback as possible on how the game runs on a variety of different setups and OS's, specifically SteamOS. I'd love to have the game available on macOS, and SteamOS, but being one person with limited resources you all, if willing, can help by testing it on setups I would otherwise need to hire external help to do so.

You have a choice. You aren't paying for a demo, you're paying for the years of work I've put into this project, continue to do so, and will continue to do so day in and day out. It's your money. Do you what you want with it.”

Approximately how long will this game be in Early Access?

“As little as possible. I'm only one dude handling every possible aspect of this game. I have a day job which has been in the way since I started this project 4 years ago. I have also taught myself everything. Luckily over the years I've made friends with some extremely smart people whose time is valuable, but always lend a helping ear. I've already put 90% of the work in. At this point I have little incentive to take another 4 years ;) The Nintendo Switch version is currently priority in terms of release. There are a couple of reasons why. Feel free to ask me what they are ;) Either way you are getting the best game I can possibly make. I dropped out of school for this, and it’s been nothing but hella rad. I hope you enjoy it.”

How is the full version planned to differ from the Early Access version?

“The Ask An Enemy Studios mantra is and always will be, gameplay first, ask questions later. I'm now in the "ask questions later" phase. While the gameplay may still get some tweaks here and there, most of the work that will be tackled during EA is under the hood type stuff like leaderboard structure and implementation, achievements, UI usefulness and efficiency, audio and visual polish. I would also like to have full Steam Controller and SteamOS support so testing that during EA is also of massive importance. I currently do not own a SteamOS compatible device.

If, and only if time permits, I'd love to explore the possibility of a boss mode. It's something I've toyed with for quite awhile in my head, but for all intents and purposes what you see now shouldn't differ much from the final product design wise.”

What is the current state of the Early Access version?

“Fully playable from end to end, with plenty of underlying under the hood adjustments that need to be made. You will most definitely find bugs. Let's crush them. Currently leaderboards are working, but may still need some work. Friends, Global, and current position. In-game leaderboards only show the current tier and the next person on your shit list :D

There is no "tutorial," but there are tooltips. Take your time, pay attention, and never hesitate to ask questions. I'm a firm believer that this game would not benefit from stopping the game, slowing down the process, beating you over the head with things you "should" do. That doesn't mean there won't be documentation, but I've seen it time and time again at events; once you know what you need to do you know what you need to do. Early Access will be a great way to test how this process works, or fails :) On death you will get ProTips that you can toggle through. You can watch the videos above, or ask questions over on the Discord. You other option is to ask for a refund. I won't be mad :)”

Will the game be priced differently during and after Early Access?

“I may or may not raise the price of the game on release based on some cool stuff I would like to do with it till then. You also may or may not buy the game. It's your choice really.”

How are you planning on involving the Community in your development process?

“I've shown the game at countless events to date and love discussing things about the design so I will open a Discord channel so anybody playing the game can easily get in touch with me to report a bug.

I'll also schedule, for the time being, random livestreams so that I can stay up to date on anything players would like to report and update players on the progress. I want to make sure the game is ready for a proper release on Steam and consoles.”
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Recent updates View all (24)

February 10

v0.9.9b0127 - The No Taxation without Representation Update | thequarry branch

https://youtu.be/LgxhKVQvG7Q

This update introduces a massive change to the scoring system. I’ve been observing how you guys have been playing the game non-stop over the last 4 years changing and manipulating what’s there to give you all hopefully the most engaging experience. You may have also noted the bump from 0.9.8 to 0.9.9. Yeah ;)

Balance is not easy. While I want to challenge the fuck outta you, I also don’t want to overwhelm or intimidate new players. I personally think so far that’s worked out. Every time a new player comes up (at events) they always doubt themselves, but once they jump in, if it clicks with them of course, they start to ask how other players get the scores they see, and that is all I’ve ever asked for. Hell I’ve seen people that have been playing it for quite some time and are still finding out they can do certain things they weren’t even aware of. Documenting this all though is going to be a bitch, but I’m hoping through the flow of gameplay it all makes sense. Complicated mechanics for the sake of it isn’t very interesting or fun. Complicated mechanics with a purpose are my goal. It’s ultimately up to you all if I nailed it or not.

So here we go.

For the sake of keeping this nice and tight I’ll only go into what has changed. All the basics remain the same except the calculations for the most part.

- Cost -

Blacking Out will now only require finding 2 Parts, however the actual restore will cost 20% of your Material Stock in addition to the Parts.

Activating Shields will now cost 3% of your Material Stock.

Restoring your link will cost 1% of your Material Stock.

- Changes -

First let’s start with the Material Multiplier. You can now activate a Material Multiplier once you activate your Shield Multiplier. Every third Material chains the multiplier, Shield Bashing a Tracker while using Time Directive counts towards the chain, while Shield Bashing a damaged Tracker will cause an insta-chain. What kills the multiplier? Getting hit by a Tracker while standing still. If you lose your Shield Multiplier and a Material Multiplier is active the MM will continue cooling down allowing you time to reactivate the SM otherwise you will lose the MM if cooldown completes. The reasoning behind this was to motivate you to stay in Chaos Mode. As always though that is your choice to make :)

Second, your Shield Buff (the bubble that forms immediately after activating shields) will now auto pick up Material which counts towards your EVA Control Bonus. In addition it now only damages nearby Trackers instead of also destroying them. This just felt better because it means you can now Shield Bash immediately after and get rewarded for it. Before this change the feeling was comparable to some asshole pulling out of a “trust fall.” You can trust me now ;) Also your BFP Material pick up, or BFPMPU if you will, also counts towards your EVA Control Bonus, or EVACB :D

Third, your Kite Bonus now also affects the amount of Material you pick up. Essentially this now doubles the Material at base value. So you have a choice of either doubling your Material pick up or using the Stackher Bonus (circling a Resource while Kiting stacks the Kite Bonus, you knew this right?) and yes the Material Multiplier applies to the KBMM as well ;)

Fourth, Rushin’ Firewall now applies a Material Bonus as well. Picking up Material while the Rushin’ Firewall caves in multiplies the amount of Material by 5 at each stage of the cave.
The MM works in the same way the SM does in that it’s an overall multiplier while all other Material Bonuses are stacked. The basic math is as follows: (Base Material + Rushin’ FireWall Amount + EVA Material Amount) * Material Multiplier = Good Times.

Other things that I’ve changed are finally adding the water effect/shader to the Assault Side. It’s been missing it for far too long and I finally found one I’m happy with that’s extremely performant. I also gave the Recovery Side a slightly heavier depth of field effect. I still can’t quite get it to where I used to have it, but Unity changed their algorithms for Depth of Field and Bloom in the Post Processing Stack v2 enough so that it’s hard to get it just right. Apparently they are more efficient now so who am I to argue with that.

FIXED:
  • EVA Callout for 20XX
  • Material Gathering Display should now properly animate every time Material is recovered
  • ScreenGlitch during a transfer from Critical Health to Sliver Bullet status

ADDED:
  • Score Category has been added to Mission Failed / Mission Accomplished because hey why not :)
0 comments Read more

January 6

v0.9.8b1842 - The Pimp Ass Shields Update



ADDED:
- Visual Effects for Shields | Activating Shields also now has a slight buff on activation that will damage/destroy nearby Trackers which can be used to prep them for a Material Shield Bash
- Visual Effects for Tracker Explosions on the AssautSide, basically got rid of that white blinding ass fucking particle effect and replaced it with something simpler yet still hella neat ;)
- Score Category so you can quickly glance and see if you're in the Millions, Billions, Trillions, etc :D

CHANGED:
- UI position of Material Gathering Display | now it's in the top right corner
- UI Layout of Multiplier Display | Top Left corner
- Rearranged the lower Stacked Bonus Layout

FIXED:
- FireTowers not properly destroying/damaging Trackers when they hover over them
0 comments Read more
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About This Game



THIS GAME IS DIFFICULT AND DOES NOT HOLD YOUR HAND AS YOU MIGHT EXPECT IT TO. PAY ATTENTION, PACE YOURSELF, AND TAKE YOUR TIME. IF YOU WANT TO LEARN THE MECHANICS THAT WILL STEP YO GAME UP WATCH THE VIDEOS ABOVE, OR JOIN THE DISCORD. THIS GAME DOES NOT SUPPORT KEYBOARD AND MOUSE. IT IS DESIGNED AROUND A GAMEPAD. IN THE MEANTIME YOUR OTHER OPTION IS TO REQUEST A REFUND. I WON’T GET MAD ;)

A Duel Hand Disaster: Trackher is the only split-screen single player twin stick risk 'em up in which your score is meaningless unless you exist. You control two ships simultaneously. Destroy the left to earn points, while recovering resources on the right to multiply those points. The left side does not take damage. The right side does. Above all you must extract with your score. Playing ‘til death is not an option.

EXTRACT with your score and move on to the next Tier, or jump right back into the one you were on. You will now be able to wager part or all of your previous score, essentially creating a bucket of points that you can earn as a bonus. Choose wisely. Extracting before reaching the wager will mean the wager will become a penalty.



GAMEPLAY:
The screen is split with the HR-D on the left side (Assault) and the DF-R on the right side (Recovery). The HR-D DOES NOT take damage while the DF-R DOES. If the DF-R is destroyed the game is over, you wipe your score, and your leaderboard position if you die during the Sliver Bullet Bonus. Damage is permanent, however you do earn a bonus the lower your health is. Incentivize the risk, not the instinct to quit.



Assault Side: (DOES NOT TAKE DAMAGE | EARNS POINTS)
  • Moving and Shooting deteriorates the LINK between the HR-D and DF-R
  • PowerCells will upgrade the HR-D's rate of fire and unlock new weapons


WEAPONS/UPGRADES: (requires POWER CELLS)
  • Repeater (Hold Left Trigger)
  • Boost (Hold Left Bumper while moving)
  • ScatterShot (Single Tap Left Trigger)
  • Satan 2 (Double Tap Left Trigger)

Recovery Side: (DOES TAKE DAMAGE | RECOVERS RESOURCES THAT HELPS MULTIPLY POINTS)
  • Recover Material : your Assault Score will be multiplied by this amount on EXTRACTION
  • Material must be sacrificed to keep the LINK active between the HR-D and DF-R
  • Parts are required for EXTRACTION
  • Parts also unlock the DF-R's defenses

DEFENSES (requires PARTS)
  • B.F.P. (MultiTap Right Trigger)
  • Boost (Hold Right Bumper while moving)
  • Awareness Engine (Hold Right Trigger)
  • Time Directive (Hold Right Bumper)



INTERCONNECTED:
  • MATERIAL management is crucial as it is also the final multiplier upon EXTRACTION
  • While the DF-R is recovering resources, not only does she not take damage, if the HR-D is destroying enemies you are multiplying your Destruction
  • In order to keep your score the LINK must be active and EXTRACTION must be at 100%
  • The HR-D must defend the entrance to the Zastrus Core otherwise the Trackers will come for the DF-R's resources and cause heavy damage
  • Activating the DF-R's shields will sacrifice MATERIAL, initiate a mulitiplier on the left, and must be kept active for shields to stay active
  • Boost with the DF-R and take less damage, if you are Boosting while shields are active you won't take any damage at all
  • Only the Repeater will chain the multiplier and keep the DF-R's shield active
  • Satan 2's can instantly extend or eradicate the multiplier. Pay attention to it's path
  • Killing a Tracker on the LEFT, will spawn Material on the Right, Recovering Material on the RIGHT will spawn an Upgrade on the LEFT



FEATURES:
  • Quick to pick up and play : no cutscenes
  • In-Game Leaderboards to show you the next person on your shit list ;)
  • Die = Wipe your score
  • Die during the Sliver Bullet Bonus = Wipe your LEADERBOARD position
    [8]Die during BLOODY SUNDAY = Wipe of all your LEADERBOARD positions
  • Push your luck = Discount on Depends(tm) Undergarments

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows 10
    • Processor: Intel Core i5 or AMD equivalent
    • Memory: 2 GB RAM
    • Graphics: NVidia GTX660ti
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    Recommended:
    • OS: Windows 10
    • Processor: Intel Core i7 or AMD equivalent
    • Memory: 2 GB RAM
    • Graphics: Nvidia GTX 660ti
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    Minimum:
    • OS: 10.11
    • Processor: Intel Core i5
    • Memory: 2 GB RAM
    • Graphics: AMD5770
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    • Additional Notes: 720P
    Recommended:
    • OS: 10.11
    • Processor: Intel Core i7
    • Memory: 2 GB RAM
    • Graphics: AMD R9 M380
    • Network: Broadband Internet connection
    • Storage: 300 MB available space

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