Next million of thanks go to Jared Nelson for mentioning our upcoming game on TA – an unexpected, yet, in the same time, a very pleasant surprise for us.
Now, I’ll take an opportunity to answer in one place all questions we received from beta program members and other sources and to tell you more about the game.
Q: What is the release date?
The second half of September 2013 seems quite realistic.
Q: Premium or Freemium?
We want it to be a Premium. We plan to publish it by ourselves. Things may change in case there will be a publisher that will make us a proposal we won’t be able to resist, yet in this case we’ll try to convince the publisher not to force us into Freemium model.
Q: Will it be on iPad, other devices?
As you might already notice the beta is universal – iPod touch 4 is also among our testing devices.
Q: Will it be a straight runner (like Jetpack Joyride) or something different?
Those who played the beta might see that it is already something more – it’s not a single tap game, it uses additional, yet very intuitive gestures to jump, switch weapons, to fire primary and secondary or alternate shots. You will have to help Joan traverse through at least a dozen of levels, including secret ones to know the truth what it’s all about – the secret we’ll keep till someone playing the game will find it out through a normal gameplay.
Q: Will there be more content (locations, traps, bosses, weapons, etc.)?
We already have drawn graphics and concepts for at least a dozen different locations, levels. There will be plenty of different traps, some of which will require a creative use of some particular weapons to pass. The game poster in the main post might give you an idea about some bosses – so, prepare for boss fights.
We somewhat focus on weapons and many different weird things they can do to mobs – in addition to what you might see in the beta already something starting from mass microwave and ending with local singularity and soul pulling cannon.
Q: Will there be character customization?
What do you mean under character customization? Weapon and gear upgrades that affect gameplay? Changing hair and skin tones?
Q: What titles inspired your game (Painkiller and etc.)?
Most of our team members are passionate, hardcore gamers. We play games since 80s of last century – most of major and not that so major titles, on lots of platforms. So, when it’s deep in your blood it’s hard to say what exactly inspires you – I’d say, everything.
QQQ: Various questions and concerns about the current beta build.
In the first early beta build we were focusing on weapons and weapon effects and the weird things it does to mobs, e.g. one of the most fun parts. Much stuff like level editing, score and coin counting was left for later, as in our game engine we can do it easily. You might notice that some stuff works partially, like the freezing grenade that freezes environment applies visual effects only to mobs.
The starting running speed in the beta was slowed down in comparison to our internal concept, may be a little bit too much slowed down. This was done on purpose, because otherwise it would only allow significantly shorter game runs. The speed grows over time and this is a parameter to be tuned in the final release and future beta builds.
Because of the lowered initial speed jumping over gaps in levels might be tough until you just run enough time for the speed to accelerate – the workaround is to use a slightly longer swipe gesture to jump higher.
If you are dying too quickly in this beta – there is a solution here for you. Try using different weapons and fire alternative secondary shots. We won’t be making a detailed tutorial until the game is complete, yet the “How to play” button should give you the clues.
Yes, weapons are a bit imbalanced in the beta. Some are a way too powerful and all have infinite ammo. Well, that’s a special weapon focused beta, isn’t it? So, you can get a taste of some cool weapons you’ll need to play the game for some time to get in the final release :) Some weapons already have cooldown timers, but they aren’t yet displayed in the health and ammo bar.
And probably not a good news now – this beta build has only one location. Running through it you won’t be able to advance to new places as it cycles through about a two dozens of the first location sections. More locations will be added to the final game. We already drawn all graphics – you can have a look into the main post for composite location screenshots. New locations will be added to upcoming beta builds as well.
So, our development roadmap is:
- more weapons and weapon effects (all initially planned)
- dynamic lighting effects
- more gore, more blood and more overall environment effects
- final balance and level design
- more content if we have more time
Next, to give you more info on the game and because we have already drawn almost all graphic content we wanted in the launch release, we will be preparing specially composed animations and videos of different weapons and weapon effects, even before they are getting fully programmed. That is probably what you’ll see till the end of August. We’ll post screenshots and videos as soon as they are ready.
“One more thing”
There will be in game promo codes for us to be able to award players with in game content, including unique items, weapons and etc.
Joan will fully support AirPlay and TV Out with any cable type – it will be done right, not just simple mirroring (as in our Pilot’s Path).
Will also support iCade, Bladepad and iOS 7 compatible game controllers – you’ll be able to use a second iOS device as a wireless controller as well.
P.S. The public beta signup is closed, but if you want to participate, just drop me a mail to the email mentioned above or PM via forum.
P.P.S. More questions, suggestions? In the meanwhile we would love to hear more feedback from you, what would help us make the game more fun your way. Just tell us.