Outrider mako is a top down 2D Action game by solo developer Asamado Games. Mako is roped into working for the Bumon Delivery Corporation in the world of the gods, Mayoi. She is told that if she continues to complete her assignments and collects enough stamps that she will be able to return to her own world...
Mako has garnered several awards and nominations thus far:
The Gadget Tsushin Award at BitSummit 7 Spirits.
Nominated for the Dengeki PlayStation Indie Game Category at Tokyo Game Show.
Nominated for the Best Overseas Game Category at Indie Play.
The playable character Mako must solve the puzzles around the world map in order to explore new areas and collect the goods she is assigned to deliver. By delivering goods to the various Gods, you can receive Blessings which will improve your abilities, giving you an edge in combat while exploring.
Game Features
Japanese style pixel art.
Unique gameplay feel built up over countless cycles of trial and error.
Dynamic combat where you can Pounce on top of your enemies and cover them with pink Slime to hinder their movement.
Believe it or not, it took over a year to get this Pounce mechanic right. In this demo you can play the first stage of the game. It is difficult to convey the feeling of this mechanic so please give it a go yourselves in this demo!
Development background
・The developer, Asamado Games, used to be a designer. Everything in the game has been developed solo, apart from the Japanese font. This is my first game project as well as my first experience with pixel art. It is also my first time using Game maker and I have had to learn everything from scratch. It took me three years from starting the project to being able to show it off for the first time in 2019.
I was already a middle aged man when I started making this game. I didn't really think about if I was too old to start making games or anything like that. I just thought to myself suddenly, man I really want to make a game.
I have put a lot of painstaking hours into making the movement animations smooth and I focused particularly on connecting the movements so they look natural.
My work ethic is based on the concept of gathering resources for a long winter. I enjoy the feeling of working bit by bit on my project, and building up to the final product. While playing games like Minecraft and the Tomorrow Children, I thought to myself. All I'm doing is digging holes and gathering stuff, but this is really fun. This made me feel like if I made a game then I would definitely want it to have a collecting aspect to it.
The cathartic nature of just collecting stuff + Souls-like grueling combatis what I'm aiming for with this title.
On Asamado Games
Below is a message from Asamado Games.
I remember as a kid playing Fantasian, Hydlide and Xanadu that I read about in BASIC Magazine on the X1.It inspired me to start making music at a very young age.
I remember completing Dragon Quest 1 on my NES and watching the epic credits, crying for the first time playing games thinking to myself why wasn't I on the staff credit list! I must admit I was a little disappointed.
I bought a PS1 but ended up not playing it so much at which point I found myself moving away from games. Many years later, when I was no longer in my youth, I jumped back into games with the likes of Fallout 4 and Dark Souls on PC. And it kind of jolted me into thinking, I don't just want to play games, I want to create them. So it was that I started my sudden journey into the world of game development.
I had to get back into mathematics and English so I could learn to program. As a result it is taking longer than I ever could have imagined to make this, especially as I am doing it solo. But I have vowed to myself that I will produce something that I find thoroughly satisfying.
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You can check Asamado Games' development journal for Outrider Mako on Steam News or:
The PUBG Continental Series 1 (PCS1) begins next week! With Qualifiers over and the Charity Showdowns complete, all four regions are ready to rumble in the PCS1!
PCS1 will be held across four regions from June 25 to July 5, including:
Asia Pacific (APAC) - Indonesia, Oceania, Philippines, Thailand, and Vietnam
Asia - China, Chinese Taipei, Japan, and Korea
North America
Europe
While the total combined prize pool for these regional tournaments is $800,000, each tournament will have a prize pool of $200,000. Plus, 25% of all PCS1 sales items profits will be applied to the additional prize pool.
The PCS1 prize pool consists of:
$200,000 prize pool for each region.
25% of PCS1 item profits sales will be distributed back to pro teams across the four regions: 12.5% of the profits will be added to each of the regional prize pools, and 12.5% will be distributed equally amongst the participating teams.
Here are your PCS1 Finalists across all four regions!
PUBG CONTINENTAL SERIES 1 APAC
PCS 1 APAC Schedule
Week 1: June 25, 27 @ 5pm ICT / 3am PDT / 12pm CEST / 7pm KST Week 2: July 2, 4 @ 5pm ICT / 3am PDT / 12pm CEST / 7pm KST
PCS 1 APAC Participating Teams
Indonesia
Eagle 365, Victim Rise
Oceania
Astra, Carnage Esports, FURY
Philippines
Bahamut Gaming
Thailand
Buriram United Esports, Daytrade Gaming, Golden Cat, MSC THEERATHON, QConfirm
An update for FIREFIGHT RELOADED's SDK has been released. The update will be applied when you restart FIREFIGHT RELOADED's SDK.
1.1.0: - The SDK now launches as FIREFIGHT RELOADED in preparation for the addition of the upcoming Workshop Upload tool. - When launching an application, a message box will open telling you that the application is loading. - Fixed many stability issues. - Changed application icons. - Changed the directory of the FGD (the FGD included is up to date with the current ENDGAME branch. npc_player anyone?) - Fixed an issue where launching the SDK without Steam would make the SDK then proceed to spam error messages.
The gargantuan Fantasy Toggle expansion is finally complete and has been added for FREE
Alright lads, it may have taken me half a year longer than I expected, but nobody could have predicted the calamity maelstrom that has been 2020.
Unlike half the world, I passed my sanity check today, which means Fantasy Toggle is officially complete!
Short Changelog
Here's the short rundown of what I was able to implement in a year and a half: An optional Fantasy mode, four new locations, seven new professions, nine new ships, four new storylines, seven new shanties, eleven new achievements, a boatload of new events, a whole host of new encounters, new opportunities, an ammunition system, treasure hunting, walking the plank, airships, megalodons, the kraken, and more particle effects than you can shake a harpoon at!
No matter how many times I said "No" to crew recruitment, you lads kept taking it as a "Yes, but no themed" so I added a Landlubber difficulty setting that will allow you to keep your save file when you die and find a crew recruitment opportunity in any pub. You'll be doing it at the cost of your ability to earn achievements though so HAH! THERE! WHO GOT THE FINAL WORD IN?
Bottles out for Globalstats.io lads. I've taken the bottle message system offline because the functionality was woefully limited and continually caused a rare crash that was unable to be fixed from my side, but, with the help of two jolly tars I was able to save, moderate, and manually implement 2890 user written bottle messages making your chances of seeing the same two messages as low as recovering from the plague. You can also still write new messages that will be added to your local pool.
How to enable Fantasy Mode
Start a new save file and turn the lantern green by clicking on it!
I wanted to maintain the realism of Purist Mode while allowing the madness of Fantasy Mode so that you can play the nautical experience you prefer! Development was like building a game inside of another game which has been a playtesting nightmare. I think I'll do something easier next time, like developing a game using only my nose while upside-down and blindfolded.
What's next?
First, fixing any and all bugs you can find. After that I'm going to work on getting a 64-bit Mac version running and I'll also try to get a more optimized version for everyone. I'll also be updating the screenshots and working on a new trailer.
If you haven't already, leaving an honest review on the store page or updating an old one would be really helpful since so much has changed. Once you've had some time to play, you'll realize it's not the game it used to be at all.
I hope that I was able to bring the joy of exploration and mystery back into the world I created for you.
Fair winds to you all! - Captain and Developer, Evan.
Operation Steel Wave, the second season of Tom Clancy’s Rainbow Six Siege Year 5, is now available. Operation Steel Wave introduces Ace and Melusi, a new Attacker and Defender from Norway and South Africa, in addition to an entirely reworked House map and slew of gameplay changes.
Owners of the Year 5 Pass can play with the new Operators immediately, while the rest of the players will be able to unlock these Operators starting June 23rd using Renown or R6 Credits. Additional seasonal new content, including the House map rework, are available for free to all players. Year 5 Season 2 will also welcome its Battle Pass “Tour De Force,” on June 29th.
In Operation Steel Wave, players will meet two new Operators:
Norwegian Attacker Ace is equipped with S.E.L.M.A., a throwable and stickable device that will stick to any vertical surface and slowly destroy up to 3 panels, one after the other. The S.E.L.M.A. gadget can also be thrown at almost any defensive gadget and destroy it with its arms or water explosive.
South African Defender Melusi is equipped with Banshee deployable electronic gadgets. It applies a slowing effect to any Attackers that are in range and direct line of sight. The Banshee can also be used as an intel gadget as it produces an identifiable sound when an attacker enters its range.
In addition to these two new Operators, players will be able to explore a reimagined House map, which has been newly reworked. The homeowners have expanded their family and their floorplan, with a large two-story addition adding new objective sites and entry points for players to contend with. Additional changes can be experienced throughout the map, all with the intent of evolving the gameplay meta.
Operation Steel Wave also introduces a new Defender secondary gadget – the Proximity Alarm. The small, throwable sticky gadget is an essential intel-gathering tool that loudly alerts Defenders of an oncoming Attacker in its line of sight.
- Added : Battle of Montecassino, Siege of Leningrad (campaign). - Added : Possibility to buy or not a core-unit when playing the campaign. Not all the unit you buy will be carried over, you need to press the "make core-unit" button. Core-unit are more expensive, but are carried from one to another scenario. Normal units will be normal price, but are not carried over. - Added : In the map editor, you can now choose what's the base core-unit value for your map, and how many new core-unit slots you get when you rank up. Nothing's fixed, it's all up to you. Default values are the one I set up though. If you're fine with them, just don't touch them. - Added : A few more tooltips here and there.
- Change : You can make your own full campaign and jump from scenario to scenario, just press F9 in the map editor, you'll have access to some more advanced options to make the map a campaign map. I recommend turning on the tooltips. - Change : Season change is now allowed in the campaign maps as well. - Change : You can't go over the core-unit limit when buying the units in the campaign. Before, you could have 50 core units in the reserve and the limit only applied to the fielded units. Now it also applies to how many you can buy. You can still buy normal units if you want / need to.
- Fix : Veteran units were not getting their extra 30HP when being bought from the store. - Fix : Number of starting / base core-units was 6 instead of 5. - Fix : Tutorial probably was not working due to some changes in the code. - Fix : Forgot to add a Major VP for Germany in the campaign scenario called Operation Barbarossa North, making the AI freeze.
I would advise starting over any campaign you started (especially since now what's taking into account is more than 1 player being carried over from one scenario to the next, im thinking about allied scenarios, where GB and US are both played by the player).
After several months of having the same old trailer for Smelter up on the Steam page, we've finally come out with a new trailer just in time for the Steam Games Festival!
Behold!
Also, if you wanna know more about Smelter, we will be doing a live stream today and each day for the rest of this week.