Thanks Xairo! Very eager to get this translated into the game :D
Thanks Xairo! Very eager to get this translated into the game :D
Hi there! Thanks for the interest, there's a couple of places you can keep up with the development:
1) Here
2) My site at colepowered.com
3) This TIGSource thread: Forums.tigsource.com
4) On twitter @colejefferies or @detectivesim
Hopefully I should have a Steam page set up by the end of the year.
Yes, this is exactly the kind of detail I want to simulate. It's not working to that extent yet, but definitely in regards to blood spatter etc that's the goal!
Awesome! I met with them last week, great guys!
Thanks Xairo! Very encouraging to hear :)
Thanks! It's an indie project funded through kickstarter. I wanted to make a cool trailer so put some extra work into it and recorded some extra lines from the VO artist.
Thanks Intese, glad you enjoyed it!
Thanks! Plenty of opportunities to screw over the other player(s)- right now a few are a bit too powerful so I need to balance them!
Thanks :)
Thanks! :)
Unfortunately the beta is backers only at the moment, I promised the game wouldn't be early access in the kickstarter as I wanted the final release to be a complete product. I'm aiming for release at the end of summer, it will be worth the wait I promise! Thanks for being patient!
Thank you :)
Hehe, well it's certainly coming along nicely! I still have more buildings and content to add but the rest will be variations on systems I already have in place (ie no special requirements like railway lines), so in theory they should be quicker to make. I think it's still on track for a summer release if all goes smoothly!
Yes they do :)
You'll even be able to adjust how fast they drive in the options menu, as by default they whiz around quite fast to give a kind of time-lapse effect. But I've discovered some people think that means they have to hurry when placing buildings, which isn't true, so I'll make it adjustable!
Hi Omega!
Thanks for your comment, there's already been a lot of progress on some of your suggestions (especially with the explaination of the game mechanics).
Neighborhoods (now called 'blocks' in-game) are when the buildings of the same class group together- you'll notice if you do this the roads encircle them. Some buildings have the ability to effect a whole block/neighborhood- for example there are cards that give +1 point to all houses in a block.
One thing I've done is make it so you can right click on any card at any time and mouse over to get a detailed explaination of each part of the card. I hope this will go a long way to providing a more thorough explaination.
Also there's going to be a west country playable character- more on that soon!
Hello Juan! Unfortunately I'm not- I've had a composer make some tracks already. Excellent sounds though, I wish you the best of luck!
My original target was May. It's hard to tell if I'll make that right now, I'll keep you updated!
They're either tank hangars or flying tanks ;)
Not really like Sim City but there is city building involved. Puzzle elements but I wouldn't describe it as a puzzle game either. It's a deck building game.
Completely grid based- it's tied to how the game works. I may vary up the actual maps a bit with rivers & lakes though!
In a way, I'd say about 50/50 puzzle/strategy game. It's hard to categorize it. There wasn't really an obvious category for it here on indieDB!
Thanks man. Considering ports to OUYA or gamestick. I'm going to have to see what the general reaction is first.
Thanks! There are no bombs in this game unfortunately. I wanted to keep it really simple so it's all about the flying. If it's a success I'd definitely consider making a more in depth game, as I've loved working with the WW1 aviation theme.
ColePowered
Cole joined
Indie Games developer, currently working on detective simulator game ‘Shadows of Doubt’. I also made Concrete Jungle.