We are excited to announce another plushie campaign together with Makeship. Now a Fran Bow plushie with a little Mr.Midnight for you to snuggle with.
Fran and the cat, Mr. Midnight are best friends! Together they have gone through incredible adventures, visiting places no one could ever imagine. When Fran is tormented, Mr. Midnight would come near her and give the best of hugs.
How it works: - Makeship launches the campaign on their site. - During a limited time, the fans can go and support the campaign. - If the campaign gets 100% funded, the plushie is guaranteed for production but if a campaign doesn't reach 100% during the campaign time, the supporters get their money back.
Support the campaign in the hopes of getting your own Fran Bow. 👉 https://www.makeship.com/products/fran-plush-1 👈 After the campaign ends, the Fran plushie will not be available for purchase.
And by dance, we really mean fighting your way through a hostile world on a mecha-dragon!
Danger Forever is 3D Shoot'Em Up with RPG elements. A lone human rides her mecha-dragon through a hostile world of mechanoids and techno-demons.
► Explore over 100 procedurally generated levels in 6 distinct regions ► Utilize an elaborate scoring system to earn azure energy and materials needed for upgrades ► Unlock new difficulty modes ► Upgrade and customize your dragon ► Challenge yourself on specially designed infinite 'survival' levels
“I'm happy to finally get my mecha-dragon shoot-em'up into the hands of action/shooter fans,” said Alex, creator of Danger Forever.
Put your detective hat on and solve the untimely murder of a famous video game designer.
A fabulously wealthy game designer is found dead outside his castle in rural Vermont, and soon evidence shows that this was not merely a freak accident attributed to local superstition. Now it's up to you to investigate the murder and apprehend the guilty. Play as unlikely partners -- ace sleuth Detective Guy and Cleo, the clue-sniffing dog to explore the castle grounds, search for clues, and question suspects. Can you solve the case?
Murder mystery whodunit
Play as a detective and dog crime-solving team
Explore the area and look for clues
Interview suspects and make deductions
Solve the case and apprehend the guilty
“I’m excited to share “Murder Is Game Over” with gamers and mystery fans everywhere. I hope players enjoy the exploration mechanics, spooky atmosphere, and classically-inspired whodunit story,” said Matthew of HitherYon Games.
Remor, the prince of darkness, feeds from fears and insecurities. A sinister and manipulative being from another reality. 💀
Together with Makeship we have launched another plushie campaign! This time with a fluffy Remor plushie. 🎉
How it works: - Makeship launches the campaign on their site. - During a limited time, the fans can go and support the campaign. - If the campaign gets 100% funded, the plushie is guaranteed for production but if a campaign doesn't reach 100% during the campaign time, the supporters get their money back.
Support the campaign in the hopes of getting your own Prince of Darkness. 👑 But be wary, so he doesn't trap you in his cage. ⛓️
The Dark Prophecy is a spiritual successor to the classic adventure games released in the 1990s by Lucas Art and Sierra. In a medieval village, Jacob is going about his rather dull, everyday life, when one fateful night, his peaceful village is forever changed, and Jacob with it.
In The Dark Prophecy, players can explore beautiful pixel-art locations by choosing their own adventure dialogues using classic "look/talk/use" interactions. Welcome to a peaceful medieval village, where life is safe and calm. But one fateful night, everything changes. The Dark Prophecy is a 2D pixel-art point-and-click adventure inspired by the best retro games of the '90s.
"The moment our game is released to the world is an absolutely unforgettable feeling as if you release your creation into the outside world to see how it will be received by players from different countries. These feelings justify all the hardships of development. Welcome to the world of The Dark Prophecy and have a good game!", said Dennis Afanasev, lead developer at Start Warp.
Indie game publisher Meridian4 is proud to announce the upcoming release of Jumphobia: Homeward Bound, a side-scroller platformer created by indie developer Wix Games. Scheduled for official release in Q1 2022, Jumphobia: Homeward Bound is a fast-paced platformer with no jump button!
Jumphobia: Homeward Bound is a game built around the premise of getting from "A" to "B" by jumping - but not when you want to! All Jump-bots are built with a failsafe to limit their maneuverability, meaning that you as the player can only automatically jump when you reach the edge of a drop or platform. That's right - it's a platforming game without a jump button!
Artist statement: The concept for the original Jumphobia game was to try and see if a platform could still be fun without a jump button. It’s the most important element to almost every platformer - so what would happen if it isn’t there? The result was a game where you have to think about everything differently. The difficulty no longer comes from pressing jump at the right time in order to clear the gap, it’s now a question of which gap is the right one to clear - or how can I make it past this obstacle without the freedom to jump whenever I want? The original game was built for a large variety of platforms including the web, so simple graphics and small file size were a necessity. With this new game, we want to really up the quality and push the concept to its limits, with a much higher level count, new lighting systems and 3D graphics, and a fully-fledged story with 3D cutscenes. I started making games as a 13-year-old working from my bedroom, a year later I released my first popular web game Duck Life and created Wix Games the year after in 2010. Since then we’ve had a number of hits and grown to a full-time team of 3.
Don't miss the launch discount! Wishlist your copy of Jumphobia: Homeward Bound today.
Welcome! Today we want to talk about how we have selected the art style of Hirilun. We want to make a kind of dark style, with a comic feel. So we decided to use an outline for everything, that way we have the feel of a comic, and also is very clear to see a limit of an element. Very useful on a first-person platformer.
And to emphasize the important aspects of the game, like collectibles. We make it all black and white, and it makes the feel dark and useful also to see what is important to the game and attract the attention of the player.
Plaza was the first level we made, and it has changed a lot over time. At first, it was much simpler, and it was designed with the idea that it needed to be easy to keep playing even if you fell. We also wanted different paths so you could choose if you preferred to take the upper way through windows and roofs, or the lower one through benches and terraces.
The most remarkable changes were visual: Plaza became a more polished and imposing level, and it now gives the feeling of a dark city. You can feel it just by looking at it.
When we start to think about what skills we will add, we had one thing in mind: we wanted that the skills have some synergy together. The main idea behind the skills was to open new paths using them, so you had to think and see if a path is possible or not.
The most powerful skill is the dash, that skill opens up a lot of paths, but, when is combined with sprint and glide it becomes even more powerful.
We thought also about other skills like using a rope, walking on the wall, or reversing the time skill. But after all, we decided to keep it simple, and in the end, we think that we have made a good decision.