As a lot of you have probably heard by now, Fortnite has released a limited time mode which is a mash-up between the normal Fortnite Battle Royale, and Marvel’s main villain from Infinity War, Thanos.
The game mode is an amazing amount of fun for the amount of time I’ve put into it and it is by far my favorite limited time event they have released so far. The idea of the game is that you drop in an already closing circle and once the battle bus disappears the Infinity Gauntlet will drop from the sky as a meteor and strike a random spot in the circle.
After that, it’s free game to whoever can pick up the gauntlet to wield the mighty power of Thanos. Now you won’t see Thanos just running around with a gold scar, he has his own ability set which sets him apart from the other players:
Power Stone – Thanos uses the Power Stone as his main weapon for range by unleashing a line of power towards his enemies. This attack is a beam that you can follow the enemy with for a short amount of time dealing 15 damage for every hit.
Time Stone – The Time Stone is used in an odd way for this event, as it is Thanos’ Melee weapon. He uses the time stone to “Send them to a different time zone” as the kill feed will say. The melee attack is a straight lunge and destroys breakable objects around it.
Mind Stone – The Mind Stone is used by Thanos to jump exceptionally high. Thanos does not have a normal jump, but instead a jump that will charge up and allow for him to jump almost as high as the top of a mountain. This ability is useful for trying to get out of combat or to combo with the melee attack which I will describe below.
Mind/Time Stone Combo – If Thanos jumps into the air and then uses a melee attack, he will dive into the ground and create a small crater where he lands. This attack deals a lot of damage and can in most instances one-hit if the enemy is under you. But, it can also be used to destroy buildings quickly, because that the ability will go straight through any breakable objects.
Now, all of these abilities make it seem like Thanos is an all-powerful god who is unkillable (as he should be), but there is a couple of other things you should note.
– Although Thanos has 700 health and 300 shield, he cannot regain any health, and only regains shield through killing other players
– Thanos is visible to all other players on the map, minimap, and radar throughout the entire game.
– Thanos cannot build.
Once we take all of that into account, it really isn’t that difficult to kill Thanos, you just need to have a little bit of skill. And, once Thanos dies, the Gauntlet drops as an item for anyone else to pick up and wield.
I’m not sure how long this limited time mode is here for, but I hope that this opens the door to more amazing crossovers like this one.
The beauty of Indie games is how humble they are. Developers pour their hearts out for our enjoyment. The love, sweat, and tears of beautiful minds clashing and coexisting to create their dreams. It’s sad that not as many developers have the opportunities to paint their canvases. So, when we do get the chance, we should definitely consider supporting developers. Here are some epic games you can support on Kickstarter right now!
Knight Time is a wave-based survival combat game. The adventure begins with our small floating hero setting out across the kingdom on a mission to vanquish evil and set the balance straight after a great corruption.
Each new page of our dark fairy tale book holds an individual realm ready to be conquered. Each realm contains an enemy stronghold– all of which are themed differently and boast an array of enemies, challenging combat and the mighty lords themselves. Reaching the final pages of our story will produce three outcomes dependent on the overall achievement of your adventure.
Knight Time is a game that we’ve put so much time and effort into already, so we’re excited to be able to finally show everyone exactly what this adventure is all about. We’ve already built a functional and solid foundation for Knight Time, and with your help, we can make this experience something truly amazing.
For us to really make this game work and bring out its full potential, we need to start working on it full time. This is where you can make all the difference. With our small team completely focused on completing Knight Time, we can bring to you a truly epic adventure across an expansive fantasy kingdom. For you, we will build a large array of enemies, interesting new realms and heart-stopping boss battles that reach our full design potential.
NetherWorld is a horizontal side-scrolling adventure game, where character development, dialogues and narrative have a special role.
Immerse yourself in a sinister world: explore its darkest corners, get along with weird NPC’s, use flames and handguns to battle horrific bosses or just get drunk in a bar.
Your life is perfect in the dark and decadent land of NetherWorld… until your wife abandons you for a creature with longer tentacles.
You handle your misfortune with alcohol and other sins…
…and in no time at all, you’ll be involved in a surreal, bloody and twisted journey surrounded by quirky fellow travelers.
Dialogues and relationships between characters will be key for story progression. That’s why most of the fights will be against final bosses.
Fight with swords, torches and shields alongside of firearms. Flamethrower too? Of course.
Each final boss will have unique mechanics, ensuring epic and intense battles. To defeat them and help our miserable hero to get over his depression, we’ll have all kinds of weapons. However, sometimes we’ll have to use nearby objects or just flee as fast as possible. (More or less like Shadow of the Colossus with bigger pixels and more tentacles.)
Foundation is a grid-less, sprawling medieval city-building simulation with a heavy focus on organic development, monument construction and resource management.
The game features in-depth resource management akin to the Anno (Dawn of Discovery) series, expertly mixed with city building elements from Settlers, SimCity, and Pharaoh all topped with narrative encounters inspired by Crusader Kings II to create the ultimate medieval ant-farm simulation.
In this strategy city-builder economy simulation game, players must create a prosperous settlement as the newly appointed lord of a region untouched by man.
Setting to redefine the city-builder genre, Foundation puts the emphasis on the organic aspects of urbanism in the cities of old, powered by Polymorph Games’ in-house game engine, Hurricane, which allows for full mod support and is optimized for the thousands of moving parts that come with building humongous cities.
Among other things, the engine provides the player with robust building tools to create countless unique monuments that can then integrated into your settlement.
With medieval architecture and urbanism at the forefront of its design, Foundation’s vision is to allow players to recreate cities of that period as they envision them or even as they really were.
Grow your untapped land into a great sprawling kingdom as you appease the political factions of your area, all while listening to a beautiful original soundtrack by the veteran composers who’ve created music for Paradox Interactive’s Crusader Kings II, Europa Universalis IV and The Guild 2-3!
Recently a new indie game was released by Bitcore. It is known as Bounce Rescue!. The review of that game appeared earlier. However, since the bouncing mechanics is unique in platformers, we wanted to learn more about the reasoning. For this, we managed to corner the CEO of Bitcore, and forced this interview on him. Or rather, we cornered one of his team who informed got the CEO for us. Meet Amerilainen, the one who directed his team to create this game.
Hey, K1mpp4 said you’re doing an interview about us?
About the game yes, if you are willing to give it
Yes of course
Alright. Bounce Rescue! is an interesting game, and we only found out about it due to K1mmp4 posting it on speedrun.com. From what I have seen, the three of you worked on the game Bouncy Rescue, You, K1mpp4 and Arska. How did the three of you meet?
Ari is a deputy member of the board and my cousin, and now that I got an office for the company he came to make Bounce Rescue. I met Kimi at a local game gathering (late 2017) and within a few weeks he was in Bitecore. Now they have been making the game officially about 3 months in the team. I personally started the Bounce Rescue!-project in 2015.
In 2015, what inspired you to make this game?
I’ve always liked platformer games, so it was quite natural to start doing that.
Was there any particular platformer that was your favorite, and inspired the bouncing around in your game?
The greatest inspiration is surely Mario. Through mistakes and tryouts the game mechanics were born slowly.
I have to say, bouncy around is not seen in most games. I only know one other game that had bouncing mechanics like you have. That was The Great Circus Mystery Starring Mickey Mouse and Minnie Mouse for the SNES. As soon as I played the game, I feared the jumping would just be as annoying, you however made it easier to jump and give us the option to jump anytime we want after touching the ground after a jump, what this hard to implement?
Let’s say it was not originally meant to come into game, but because some of the levels were quite difficult I kept it in the game. After a few rounds of testing, I got it like it is now. So it was surprisingly easy to develop to the end.
I have never played that Mickey Mouse -game myself, need to take the test of that.
You should try it. Anyway, Bounce Rescue! is an interesting game with the bouncing. There were several character options to choose from. I notice no description on what they are good at, but for some testing I got some differences that lies with several characters. What was the idea of withholding this information? To make players try every character out and see what suits them, or did you have another reason?
The intention was that you have to explore the game. I wondered if this information was given first to the player, but now they have to test themselves. Of course, the characters with the best features are at the end of the game.
It has a mix of platforming, and some simple puzzle solving. And the characters are also a bit cute looking. Was this your intention when you started it, or did it come to it?
Originally, the goal was to keep the game colorful, cute and challenging.
And it is. I have played several hard and difficult games/platformers. This is not difficult, but very challenging. Good job on making that.
The story of the game is a basic story. Your friends got kidnapped and you rescue them. You can opt to not rescue them as well. Are there different endings for that?
The main purpose was in gameplay, not in the story. The end of the game is always the same, you rescued all or not. You just don’t get all the characters unlocked. The controls in the game are polished in my mind, so with a little training the game runs easily.
Yes, the controls, despise the bounding, are great.
So since the ending is not the same, why would you try to get all objects? Do they have a function or are they just for score purposes?
For example, some characters make you faster / easier to go levels thru. So just for those reasons, it’s worth rescuing the characters if you want to make better time / score record in the level.
There are other objects as well to collect. I forgot what the 3 were, crystals? What are the purpose of those?
Yes, collecting crystals you will get stars at the end of the level. And if you have enough stars, you’ll get the some achievements open. And the crystals give you more points at the end of the level.
Did you make any other games or was this your first?
I’ve been doing for over 15 years games, but this is my first official game. The company has only been around for 3 years now.
Longer than me then, only started 13 years ago. Did you make games professionally before or just as a hobby?
Just a hobby The material for the future has accumulated quite a lot now.
So now that bouncy rescue is released, what are your plans for the future?
The Japanese release on PS4 and the Xbox One release, and after that start thinking what is our next project.
No plans to get this on the switch?
There is not right now any kind of agreement for the Nintendo Switch. But it is not excluded.
Besides your release, you also started a race on the release day for speedrunners. Why did you do this?
It’s great to see how fast someone really gets through the game. And of course fastest will get rewarded.
Already thought of what the reward will be?
Yes, it will be a cash prize.
I won’t ask how much that cash reward is. Anyway, we are reaching the end of the interview. The game is interesting and worth to get, and has gotten a high score on our review. Do you have any last words for our readers?
Hope you got the game and like to play it. And more info about races will come to our website (bitecore.com). Thank you for your support in advance!
Want to play Bounce Resue!? You can get it on steam now. We hope to see you in the race as well. Remember, the best place after 2 months gets a cash price. And I will personally add 5$ to the reward of the first place.
Immediately, not sooner or later, I was drawn in. The Team17 logo that shot across my screen assembled itself into from panes of material and shattered only to reveal the start of your captivating experience. The title of the game,‘Escapists 2’, makes its appearance. I’m excited, I haven’t even pressed a button yet, and already my imagination is lit up with different imagery. Prisoners squeeze through the cracks of the game title, emphasizing the name of the game. Quick, they’re escaping! Sirens and flashing neon flood the screen. On queue, the men in blue arrive in full force ready to detain all the convicts they think will get away. The chase has begun. As for spot on intros…. nailed it.
The Escapists 2
The splash screen, and introduction to the theme of the game got me amped. I was ready to go, and when I got to the initial game play screen where I could select options like play versus, play game, my characters, criminal record, and leaderboards, I didn’t hesitate. I clicked ‘PLAY GAME’, and was ready to go. Unexpectedly, I got a lovely note from my warden. He even offered me a place to learn how to escape. I mean, I got this in the bag if the wardens on my side. So I figured I’d make like Andy Dufresne and escape this tin box. I mean, how often do you look at a man’s shoes?
Interestingly enough, I wrote the last paragraph before continuing with the tutorial. I mean why not write your initial thoughts down while through the progression of trying something? I’d rather have that genuine feel too each and every word then well thought out after-the-fact. I made a Shawshank Redemption prior, and how spot on I was. Sipping on the beach, enjoy the sand and sunshine. You won’t understand how great this tutorial is until you try it yourself, it even makes you feel rushed like you would in a real prison escape. Guards chasing you while you’re trying to read what to do. I’m sure you can’t actually get caught in the tutorial, but it definitely gives you the vibe that it’s over for you. I won’t ruin the end for you, but the tutorial is worth it just for the story line. This initial prison gives you just enough information to stomp out the learning curve, and get you onto the track of escaping. Tutorial… nailed it.
After figuring out the basics of the game, I headed back to the character screen. I wanted the prisoner to be a representation of me in pixel form. I got to work. I killed Clive, and that’s why I’m a prisoner to begin with, but I also needed a spot for me. After renaming my character too ‘Johnny’, I was disappointed with the face selection options. Apparently I could only have a round ball head or an oval egg head, and skin tones seemed lacking as well. I felt like there could have been a larger range here. There were only three options, however those options were satisfactory. The hair options were great, tons of them. However, I also felt like they could have had a better selection of hairstyles if you were able to select a hairstyle and then choose the color of that hairstyle. Instead they give you some basic options that you can choose from, and their hair color variations. This is true for the beard, hat, and eye wear options as well. For character creation, I was a little disappointed however it wasn’t terrible. In the end, I still made a pretty bad-ass mockup of me. They call me Mr. Johnny.
It was time to get the ball rolling for real! So I moved on to my first real prison, and I was loaded up with all kinds of information beforehand. Apparently the warden had a lot of escape attempts and successes before so they built a new more ‘secure’ prison. This warden is probably a walk in the park, so breaking out is probably going to be easy. Plus, with these epic glasses I got on, I’ll have everyone begging to be my friend. Center Perks 2.0, I’m going to show you who the boss is.
I was excited to play after reading about the prison and what not, but I was slowed down by the prison customization screen. I thought it was awesome that I was able to update every single guard, and every single prisoner to have a look that I deemed necessary or a name of my choosing. Well, and that is how my entire family got locked up with me. Don’t worry family, I’m going to break us all out! However, I’m still disappointed with the character creation screens here because they’re exactly the same when I created my character. I’m liking them a little bit more because I still get mostly the desired effect, however I feel as if more work could of went into this. Into gameplay!
Boom, I’m in the first prison straight off the bus. I don’t spawn somewhere random like my cell, and the warden walks me through the prison like its a fancy hotel. Shows me where to get my hot meals, how I can gain strength, speed, and intellect, and he hands me the keys to the gate. Alright, alright, he didn’t hand me the keys to the gate of the prison, but he might as well have. I didn’t feel the character strength I should have from the warden, as he lead me to my cell that was nicer than a Hilton Suite. The best part of all of this? The film crew recording everything. I’m going to be on television, ma!
On my first day to breakfast, I immediately made the mistake of left clicking and getting into a fight. I got the rocks kicked out of me. I saw all the pretty coins above people’s heads, and I thought I could chat to them with my left mouse click, and then I realized… Nope, I’m going to wake up in the hospital. I will say, the way the infirmary staff carries you from the place you get knocked out at to a bed is pretty awesome. I later learned that all I had to do is hold my action key to shop from someone. Lessons are learned quickly. Time to hit the gym!
Gaining stamina, strength, and intellect are repetitive, but they go up really fast. So they’re easy to get high quick. So I didn’t have to worry too much about all my skills, I quickly skipped any part of the routine that I could without getting into to much trouble. I made sure to get my energy up by napping, taking showers, and attending all meal times. Every chance I could I went to go raise my skills ‘cause I knew I’d need them high to build things that would help me escape, and rob people who had things I needed. I also learned during this period that as long as you show up during the last minute of the task you get credit for it. So I would skip some of the tasks that I didn’t need. Like dinner time was after shower time, and both raise your energy. I didn’t need dinner so I showed up at the last minute, and didn’t get in trouble by the guards and still got extra study time in. Day one was over before I knew it.
Day two- I knew it, I had to prep for my escape. These walls had too been closing in, I started to feel like I’d be trapped here forever, and I knew that I had to get out. Lucky me, when I woke up I had found some screwdrivers in a fellow prisoners bunk, and I took them for my own. I weakened the vent in my cell to 10% and found the target cell I’ll need to be hide in when I make my great escape. I’ve located a weak path to the North of the facility, I’ll just need to hide in the cover of night. Somehow the guards found damage that I had made earlier in the game, while attacking a wall and they beat the snot out of me in my own cell. Was a good time, but I’m still on the war path to escape. Well, I was then several days passed.
Needless to say I eventually escaped, however its not as easy as it looks. This game is totally worthwhile, however may take up some time in your life. I would recommend this to a friend or family member who wants to burn some time. Once you have played this game a few times it gets really easy, however it is pretty hard at the start. The online play is almost not worth it because you have to escape with all the other prisoners. Sometimes other players can be hard to work with. I mean, we’re all supposed to be convicts after all sometimes someone gets left behind. However, when you get out, Red, I’ll be waiting for you on the other side.
Indie games come out every day. Sadly though, many of the incredible titles released never gain the publicity they deserve. Here are three games released this week on steam that deserved to be checked out!
“You are being stalked by evil dolls in an old black-and-white film”
Witchkin is a first person ‘hide-and-sneak’ survival horror game in the vein of Slender or Five Nights at Freddie’s.
The player takes the role of a child attempting to find his abducted little sister in an abandoned Texas farmhouse in the 1920’s. This house is home to the Witchkin–a family of terrifying toys, the children of a deranged woman known as the Candy Lady. Using her “children” she will do everything in her power to keep all who enter the house from ever leaving.
The base play mechanics of Witchkin are primarily stealth. Sneaking, hiding, staying quiet and aware of the toys and your surroundings are skills required throughout the game. Witchkin boasts a very strong and unique art style reminiscent of early silent movies, painted in the eerie sepia tones of postmortem photos and the murky shadows of nightmares.
Witchkin is a one-man show, only one person created the game: art, music, voice (with a little help from family members), and programming.
Cause some distress in this fast-paced arcade platformer. Speed through each arena taking on vampires, rescuing hostages, disarming bombs, hacking servers and much more. Super tight and responsive controls let you take on the darkness with precision and style. Balance frenetic action with split-second choices, and watch your back – you never know what direction the next vamp will come from! Armed with her powerful ultraviolet shotgun, Ra, make the undead see the light; or get in close and personal with devastating melee attacks. Or maybe, save up your shots and use Damsel’s powerful (and deadly) dash.
String together attacks and movement while collecting the mysterious arcane skulls that litter each environment. Challenge yourself to pull off combos and special moves and wear your high score as a badge of honor! Experiment in each mission to discover that perfect sequence of moves and shots that maximise your effectiveness. Damsel is a ballet, and you’re the choreographer.
– Super fast, frantic gameplay with that “just one more go!” feel.
– Quick, nimble platforming in over a dozen beautiful environments.
– Bite-sized missions, for those with busy schedules.
– Use your enemies and environment to your advantage. Temp your foes into taking each other out, then go in and clean up the rest.
– Rack up massive scores and hit the top of the leaderboard by completing bonus challenges and performing tricky moves.
– Play through the game in campaign mode, where you can hone your skills, or arcade mode, a classic challenge that sorts the women from the girls.
– Coffin loads of extra challenges and bonuses to extend your play time.
– Awesome original soundtrack.
– Dive into virtual reality and blast away waves of evil robots in an immersive arcade style shooter.
– Defend the crystal from the 5 ruthless enemy types with awesome sci-fi weaponry.
– Three different arenas of varying difficulties for you to master.
– Compete in online and local leaderboards for the top score.
How far will you push yourself to protect the crystal from the robot onslaught?
For just about every gamer there is in the world, there are about a half a hundred game ideas just waiting to be tapped into. If I had a dime for every time that I’ve heard one, I think I’d be rich enough to provide every cent that Rockstar needed to make GTA 6 a reality. For many, these are just ideas, but for others, these are the beginning baby steps into a long, glorious future in game design, and we here at EnomView want nothing more than to set those beginners on the right track. Here are some helpful tips to get you started:
1. Idea & Scope
The first part of this step is simple enough: have an idea! Was there ever a game-related passion project you wanted to start on? A concept you wanted to make into something tangible? If so, then now’s the time to take that idea and practically apply it.
The second part of this step, however, is much more tricky.
While you should definitely let your imagination run wild, you have to remember that this is the first time you’ve stepped up to the plate, bat at-the-ready. You shouldn’t expect your game to sell, nor should you be trying to make something comparable to AAA titles like Assassin’s Creed, The Elder Scrolls, or Call of Duty. Instead, shoot for something like a mobile app game, or one of the more simple flash games you’d find on Kongregate or Armorgames.
If you have some sort of other talents you can use, like art or writing, then by all means, use it. However, since you’ll most likely be working on this all on your own–and again–this is your first project, you’ll want to worry first and foremost about the gameplay and mechanics, not the stylization of it all. Record a basic synopsis of that idea somewhere safe and keep that synopsis handy.
There are lots of strategies to creating good mechanics, but if you want more help with those before you start or maybe just need some inspiration, then I’m going to recommend the following links:
–Snoman Gaming (Quick videos going over examples of good game design in popular indie and AAA games)
–GDC (Videos of lectures given by professional designers at the Game Design Con)
–Extra Credits (A channel recommended to me personally by several designers who’ve been making games for years)
2. Game On
Play games similar to the one you want to make, but don’t just mess around, analyze them. Try to break them, exploit their faults and glitches, figure out what they did right and what they did wrong. Try to look at these games not only from the perspective of a player, but a developer, and determine why the systems put in place were chosen. Use the knowledge you’ve gained and edit the information on your recorded synopsis as necessary.
3. Pick an Engine
Things weren’t this easy at this stage back in the old days, but thankfully times have changed. It’s now possible to make something that people all over the world will fall in love with and not even have to touch the code. Every one of the engines listed below has their perks. While you can truthfully use any one that you so please, certain engines will work better for certain types of games.
Gamemaker Studio 2 – Used to make games like Death’s Gambit and Undertale, Gamemaker Studio 2 is really the best all-around choice here. Platformers, RPGs, general flash games, and even 3D games can be made with GMS2. (Tutorial playlist links)
Gamesalad – Generally used for mobile app games, it’s not uncommon to see a featured download on the App Store that was made with Gamesalad. For games made to be played on a phone or tablet, Gamesalad’s where you’ll want to go. (Part 1 of Tutorial Videos)
RPG Maker – If you like old school RPGs, then you’ll love RPG Maker. If you’re making a game like The Legend of Zelda or Pokemon, then go ahead and use this one. (Tutorial Playlist)
Unity – Used to make 3D games like Kerbal Space Program, Rust, and Battlestar Galactica Online, Unity’s the first choice of several indie developers. It will unfortunately be the hardest on this list, and is usually only used for games with 3D models, but it should not by any means be dismissed. (Part 1 of Tutorial Videos)
Once you’ve decided upon one such engine, play around with it. Use one of the tutorials linked above and get a feel for what you can and can’t do. Then, when you’ve got a basic feel for it…
4. Give it a Go
Try and make it happen!
Set about with an idea that won’t take you any longer than a month, then give yourself half a months time longer to account for production errors. If you go over that month and a half-long timeframe, then it may be best to take a step back, figure out what you did wrong, and start again with something new. It’s far too easy to fall into a forever-unending development cycle, and you want to make sure that you finish your work.
When you’re done, ask a few people you know to play it, and collect feedback. Apply that feedback and make changes as necessary.
“And what about when I’m done? What do I do then?”
Start right over from the beginning, my friend, and keep making games over and over again until everyone you know is begging to play your latest release. And then, once you’ve reached that point, keep on going.
A fast and fun turn-based adventure where you use top-down tactical combat and collectible card mechanics to master your strategy. Summoners Fate is a top-down adventure that combines exploration, card collecting and tactical combat. You control the fate of your Summoner and command an ever-changing band of companions. Defeat monstrous hordes and reap the rewards of treasures, allies, and powerful spells as you advance deeper into unknown lands. Are these chance encounters or do they connect to a greater meaning? Combat in Summoners Fate is turn-based, quick and gratifying. Hide behind trees or play a card that brings them to life. Douse your enemies in oil and ignite them with a fireball. Set a trap with a gravity spell to pull an enemy into your clutches. The possibilities are endless.
When I first looked at Bounce Rescue, I thought this would be a quick walk in the park. Boy, was I wrong. Bounce Rescue is a platforming game which tells the story of a bouncy protagonist whose friends have all been kidnapped! It’s now up to you to rescue them, begin your adventure fighting monsters, collecting coins, and breaking records on amazing levels with multiple challenges to overcome. From the first level, you can tell the game won’t be easy. Your jumps take precise timing and some of the items require a substantial amount of backtracking to get. Throughout the levels, there are doors blocking your path. For these doors, you will need to find keys hidden throughout the level and use them to unlock the doors. Some keys are in obscure places surrounded by enemies and difficult jumps, and if you fall off or die then you will die, losing your key and any crystals you have picked up since your last checkpoint.
The artwork in the game is in a word, cute. It has a nice sort of art that makes it look friendly to children, plenty of bright colors that pop out at you, with similarly bright colored enemies and items.
While playing the game, there are other characters you can unlock with different abilities or characteristics, but they aren’t going to be easy to get. The 50 levels offer a lot of fun and should take a substantial amount of time to complete as well. But, there is also more game modes to try. There is a section where you can view global scores, so you can try to raise yourself on the global leaderboards for each level. Also, there is a time attack mode, which takes your in-game timer and sets it on a leaderboard, too. A few tips while playing though: First, you should definitely get yourself a controller to play as the controls on keyboards can be a little uncomfortable due to their positioning, and there is no controls tab for keyboard controls, just the controller setup on loading screens. Watch your jumps. Sometimes the jump won’t take off the way you want and you will just fall down, but can do another jump, this could be helpful for a quick save in a tight spot.
In my opinion, the game looks amazing and seems like it will be a lot of fun to finish, but would be better if the keyboard was able to be used as easily as the controller. The game’s difficulty is exactly where I believe it should be which might be a bit challenging for some, but others will find it simplistic. I definitely recommend picking up this game once it releases on steam on February 1st, 2018. And one final note, the developers have decided to have a contest on speedrun.com for anyone willing to do a speedrun of Bounce Rescue. They stated that on April 2nd, the player with the number one spot on their speedrun.com leaderboard will be awarded a “trophy for your heroic deeds” I know I’ll be racing in this, hope to see you all there as well. Enomview rating: 8.5/10
In the speedrunning community, you can always find the strangest runs and attempts. These runs are often known as meme runs, and what is happening right now is just that, but with an amazing purpose. One player, Ian, also known as ianxplosion on Twitch is currently attempting to do a speedrun to reaching level 60 on World of Warcraft, but with a twist. He will do this by only killing boars. “My life sucks *** and I am going to kill some boars, and I want you guys to be there with me.”
A few days after AGDQ, one player joked that if the WOW patch 7.3.5 would arrive on January 16th, he would be leveling to level 60 by only killing boars. Blizzard inadvertently called his bluff and released the patch on said day. Ian, the guy who said this, decided to make good on his promise.
This is a clear callback to South Park’s “Make Love Not Warcraft” episode, where the group was continually killed by an impossibly high-level player. They had to hide in the forest, killing pigs in order to level up and fight back. However, this required a lot of time and is mind-numbing. It will take at least several days to reach level 60. As it looks like now, he is going to do this in segments, which is the smart choice to make here, considering this will be taking a lot of time.
While Ian originally planned to kill boars in Elwynn Forest like in the episode, the patch brought that plan to ruins. The patch added a scaling world and thus he can’t keep killing boars in that place, as he will end up getting no experience. The reason for this is that he got a mental breakdown recently, which resulted in him leaving his job and losing his girlfriend. He has lost motivation to do anything, and the last 3 weeks were hard on him. He is now trying to find himself again and has time on his hands. Those factors are his motivation for his journey.
He isn’t figuring everything out on his own. People have planned to help him by doing various things. Fellow players routed the entire run for him, so he’d know where to go to get efficient boar leveling going. Others said they were going to donate to mental illness charities if he really goes on with this. Since a lot of people are excited about this, he plans to use this run to try and find his own happiness. Ian placed the donation link for the National Alliance of Mental Illness on his Twitch. If you want to donate to his cause, he prefers that you donate to them.
At this moment of writing, he has completed two days of boar slaying already. The first day it took him over 11 hours to reach level 17 and a half. He killed 1534 boars to reach this level. The second day he finished at level 20 after 8 hours and 55 minutes. We expect it will last more than a week before he reaches the desired level. All we can do is hope he won’t give up before he reaches his goal, and maybe, we’ll be seeing more crazy things happen in the speedrun community.
If you want to follow his attempts, we recommend you to visit his twitch.
There’s a quiet and tense energy that pervades the world of Darkwood. It’s not a traditional horror game in that there are monsters leaping out at you from every shadow – but it’s this that makes it even scarier.
Developers Acid Wizard Studio reportedly decided to create a horror game of their own as a result of not being fans of the genre, and after a successful Indiegogo crowdfunding campaign, and a sometimes difficult four years of development in Steam Early Access, Darkwood officially launched in August 2017.
In many ways, this lack of background in horror shines through positively throughout the game. For a start, the top-down mechanic is at least rare, if not unique, in the genre. And all too often, horror games go for the jump scares, while Darkwood prefers a more psychological brand of terror.
It begins innocuously enough – in the prologue, you play as a man living in a forest cabin and the game teaches you how to move around and manage your inventory. Things get a bit more sinister as you decide whether or not to euthanise your dying dog, and shortly afterwards Darkwood takes a deep breath and takes a long journey into the strange and surreal.
One of the first lessons you learn is to never, ever, under any circumstances, go outside during the night, because you will die a horrible and painful death. The lifeblood of this notion is the gasoline that fuels the generator in your shelter; as long as the lights are on, the paranormal beasties will stay away. Mostly. There are exceptions, such as the foreboding but unaggressive figure who imparts this nocturnal advice, standing with the body of a man and the head of a wolf.
Cleverly, Darkwood slowly descends into madness, instead of plunging straight in deep. For the first few nights, not much might happen. But I recall early into the story, I was huddled in the bedroom of my shelter when the door swung open. There was nothing there. Another time I was pacing impatiently when I turned back around to find a person sat crying on the bed, desperate to go home.
As the loading screen warns you, Darkwood doesn’t hold you by the hand. Hence my confusion when, despite the earlier warning to never, EVER go outside at night, someone or something began knocking at the door after darkness had fallen. In such a situation, you’re gripped by a terrible indecision; do you go and open the door, or do you ignore it? It’s moments like these that truly set Darkwood aside from other horror games.
Suffice to say that these are just the tip of a psychedelic iceberg that descends into trippier and scarier depths as the game continues, but I wouldn’t want to be the one to ruin the experience for a new player.
Despite the strange and terrible things that occur, there’s a reassuring logic that sits somewhere in the background; while it doesn’t hold your hand, neither does the game try and trip you up by changing the rules on you for the sake of adding confusion.
While it’s good, things aren’t perfect. The combat system feels very clunky to operate, and particularly from the mid-game on, it’s really difficult to walk away from a fight – and not in an “I appreciated the challenge” type of way.
But that’s a relatively small part of an otherwise phenomenal game. I’m a big fan of minimalist graphic styles, and here we can see an example of a game that basically just uses different shades of grey throughout and look amazing.
And the sound quality alone is almost worth the cost of admission – moody, sombre drones ramp up the feeling of dread without you even realising it, particularly when you go anywhere near your lupine acquaintance.
Despite a somewhat clunky combat system, Darkwood presents a fresh and engaging take on the horror genre, which stays true to its roots at the same time as striking off in a new direction. Developed by guys who don’t normally like horror games, this one is bound to appeal to scare junkies and newcomers alike.