This is version 3 of the demo. From memory, contains almost half of story modes battles, 2 weapons, a few allies and versus mode.
Fatal Theory is an over-the-top, side scrolling beat-'em-up like the ones you grew up on, butinfinitely better?! Gritty retro pixel art, ridiculous characters and a story line that makes the writer want to drink until he forgets, all guaranteed to caress you with sweet nostalgia while munching on your brainy bits.
When Nick Mayhem gets wind of zombies walking the streets, he doesn't just sit around waiting for the worst to happen. Hell no, he picks up a baseball bat and takes the carnage head on! Soon he finds himself tangled in a plot involving demons, a talking sword, a whole army of possessed soldiers and one total babe of a sniper -- can Nick Mayhem save his city from destruction? Will he find love in a city mid-apocalypse?!
With an engine built from the ground up by two brothers who love all things fighting, this game borrows the best from the fighting and beat'em up genres and mashes them together. The result is fluid controls, insane aerial juggling and devastating special attacks to let you wreck your way through hordes of enemies at a time!
Ah, it’s good to be back in the office after taking a few days off to relax. I’ve been off doing super boring grant proposals and budgeting lately, trying to secure some funding for the studio, but Matt has been hard at work on the game as ever.
Here’s what he has to show for it:
The story art is totally finished and now in game! Some of the dialogue still needs a little work but I’d say we’re about a week away from having the story mode totally done and dusted. And honestly? That’s pretty darn exciting for us.Here’s some samples for your pretty little eyeballs:
And if you're wondering what's on the other side...
Here's how you find out!
We’ve sort of been debating how to do the credits screen for awhile, and just scrolling it seemed a little boring. People would just skip it for sure, and that’s no good, we want our hard work acknowledged! Plus it would be extra effort to code. So we mulled it over and eventually landed on this:
That’s right, even the credits are a beat ’em up level in Fatal Theory. Sometimes the simplest solutions are the funnest.
We made sure to include a “Thank you for playing” too. When I get to the end of a game and sit all the way through the credits, I want to be acknowledged for it. Some games do it in the special thanks, some games flash up a thank you at the end, but the ones that don’t always feel a bit cheap to me. A game is nothing without players booting it up, and those small words are the difference between me walking away feeling warm and fuzzy for supporting this big collaborative project and me walking away feeling just a little under appreciated.
It’s a small thing, but it matters.
Well that’s all for now, I’m gonna slam some coffee and tear into it so I have more to report for next week. Adios wreckers!
2hours 59mins ago by 2hitadam
3hours 5mins ago by 2hitadam
Going live in 5 or something, I dunno. We know the audio is probably a bit shit buuuut whatever it'll be fun!
6hours 29mins ago by 2hitadam
6hours 30mins ago by 2hitmatt
6hours 30mins ago by 2hitadam
@JustASquid Yeah that's the catch, I like that depth a lot too just don't love the presentation. But I don't have a better solution :/
6hours 41mins ago by 2hitadam
@zarkonnen_com Yep! Like that. I really liked their way of allowing so many permutations but keeping the GUI easy + informative
7hours 9mins ago by 2hitadam
@2HitAdam Plus sliders, when they give too much away & options are hard number modifiers, have a way of discouraging build experimentation
7hours 13mins ago by 2hitadam
That's my girl T.co
12hours 11mins ago by 2hitadam