Retro/Grade is a rhythm game with a unique twist - time is flowing backwards! While it looks like a shoot 'em up in reverse, you must un-fire attacks to the beat of the music while avoiding enemy fire in order to save the space/time continuum. Otherwise, a temporal anomaly will rip the universe a new time-hole! The game features: * 10 dazzling worlds with unique enemies, epic boss fights, and amazing effects * A campaign with 6 difficulties and 130 different challenge levels * 11 unlockable ships including characters from other indie games like Super Meat Boy and Octodad * Over 50 minutes of chiptune inspired electronic music by Skyler McGlothlin aka Nautilis * Navigate your ship with a guitar controller! (The PC version supports Xbox 360, PS3, and Wii Guitars. The PS3 version only supports PS3 compatible guitars) * An unlockable DJ mode that allows you to mix the tracks in the game

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Windows, PS3
Developer & Publisher
24 Caret Games
Custom Built
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Release date
Released 2012
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Latest tweets from @24caretgames

Jul 29 2014

I changed my twitter handle, so please follow me at @InfinitapGames for more up to date info. Only Retro/Grade news will go here. Thanks!

Jul 25 2014

@ChilledRice We aren't choosing our release date until we are closer to launch to avoid conflicts with other titles. End of Sept probably.

Jul 25 2014

Posted a dev diary discussing the dirty secrets behind how we direct our cutscenes:

Jul 23 2014

In this dev vid, I talk about the distinction between terror and horror and how it is applicable to horror game

Jul 23 2014

@desktopdaydream Our game runs at 720p30 - like most last gen games. :) It's not super powerful, but you can make a good looking game on it.

Jul 23 2014 ARG has been solved! It's a trailer for Colin Northway's latest game: It looks awesome!

Jul 21 2014

@ShiftingBits Have you considered @playouya 's FTGF? That was hugely helpful for us, and if you are using Unity, developing for Ouya is easy

Jul 21 2014

@ShiftingBits For NeN we figured out the min amount of $ we could still make a compelling project, and cut content to fit our reduced budget

Jul 21 2014

@ShiftingBits Fun is a lot more challenging to quantify than technical requirements. Plus working with artists, etc complicates things

Jul 21 2014

Posted a dev diary talking about why kickstarted games (and pretty much all games) are always late:

Last Update
2 years ago
2 members