"My heart tightens as I stare at the giant arena doors. What I'm doing is harder than I thought it would be... I always imagined that giving my life for my wife and kid would be easy but it's not. The doors in front of me crack open and a bright ray of light rushes through, cutting across the dust that hangs in the air. I hear the crowd roar and pause, for just a second, before stepping out to face the monsters.


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Blog RSS Feed Report abuse Latest News: Artifacts + Level Generation + FIRE GIF

9 comments by uheartbeast on May 17th, 2014

I know it's been a while but don't think I quit working on Grain War just because you haven't heard from me.

Artifacts vs Specials

First off, special attacks in the game will now be called "Artifacts." The are collectible items that give you player awesome abilities.

Abilities may include, but are not limited to:
- Grabbing your enemies with telekinesis and throwing them against the wall
- Tossing giant hot fire balls
- Summoning a giant white holy blade
- Beaming enemies with massive lasers
- Freezing them solid with an icy wind
- Summoning divine or fiendish creatures from other realms to battle with you
- Teleportation

I've designed quite a bit of the artifact engine but there is still work that needs to be done. Comment if you have any ideas for artifacts that you would like to see in the game.

Here is a the promised animated gif. It shows a basic artifact being used in the fire biome.

Procedural Room Generation

Sooo, this wasn't in the original scope of the game, but I strongly feel that this is important. The game will no longer be about an "arena" it will be about a "labyrinth." I've started creating some of the lore for this and how it will fit in with the overall story and I'm really excited about it. I'm also excited about how the game will play differently. The labyrinth will have different biomes with enemies and artifacts that relate to that specific biome. If you choose to go one direction you might end up in a different biome with different enemies and items than you would have seen if you had gone the other way.

This will also change how the game plays. Each new room will have certain enemies, puzzles, or bosses and you will not be able to proceed until the room is "complete." I prefer this over "waves"

Enough of me rambling. Here are a couple raw bones screenshots of the room generation in action.

(Outlines are optional)


Thanks for reading. I'll be posting more news soon with more information about the artifacts and lore. I'm hoping to have a playable demo out buy July so be ready for that.

In the mean time if you want more frequent news posts on the game be sure to like my facebook page and follow me on twitter.

Facebook: Facebook.com
Twitter: Twitter.com

Post comment Comments  (0 - 10 of 95)
Terramos Dec 15 2014, 9:45pm says:

This game is really cool

a small tip to make the combat more "connective"

add a screen shake when the player hits an enemy

+2 votes     reply to comment
SecretMarine51* Aug 19 2014, 5:07am buried:


looks so ****

-5 votes     reply to comment
Guest Aug 17 2014, 7:05pm says:

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hotozi Aug 14 2014, 6:00pm says:


+3 votes     reply to comment
Guest Jul 29 2014, 7:31am says:

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spacerunner22 Jul 25 2014, 3:04pm says:

im new and i cant find the download button(embarrassing i know)help?

+1 vote     reply to comment
uheartbeast Creator
uheartbeast Jul 25 2014, 8:38pm replied:

Unfortunately that is because there isn't one yet. I'm still working on the game. I'm glad you find it interesting though!

+1 vote   reply to comment
Narudan Jul 16 2014, 8:58pm says:

very nice game, uheartbeast please make a beat em up games tutorial like fighting moves,thanks your friend Narudan

+1 vote     reply to comment
Guest Jul 16 2014, 8:56pm says:

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Firestorm146 Jul 9 2014, 3:49pm says:

The visual style is simple yet incredibly visually appealing to the eye. the animation and movement looks incredibly smooth and appealing. I'm definitely keeping track of this game!

+2 votes     reply to comment
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Grain War
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Grain War
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