Over the course of the past year, students studying the Diploma in Game Development at Futureworks insitute of Media in Manchester, England, have attempted to create a workable 2D video game from the ground up. Combining innovative Design, in-house programming and striking visuals; Spin Doctor is the result. Spin Doctor is a puzzle/action based 2D Adventure game, set within a Victorian world with steampunk elements. Spind has been coded in C# and compiled in Microsofts XNA engine . Players will take control of Harland Shears, following him on an adventure through a hellish maze of steam-powered puzzles and obstacles in a quest for freedom. Users must work their way through a mix of thought provoking and physically exhausting puzzles designed to push the player and Harland to their limits; both physically and mentally.

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Some news and the release of the final Beta demo of our class project; Spin Doctor.

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Finally, after 2 days of last minute alterations and cramming sessions it looks like the Demo is finished; just in time for our August deadline aswell by 1 day!

Couldnt have gone more smoothly. The link has just been approved and can be downloaded here:

Indiedb.com

The Beta demo (and probably as finished as the game will ever be) spans 38 rooms and 3 levels of the Spin Doctor world; the Industrial, Medical and Mansion zones. The story is told via Journal Entries found scattered throughout the world, fully voiced over, and tell an abstract story for the player to piece together. The reasons why the protagonist is trapped in the facility, how the facility came to be and who is the antagonist and man behind the chaos are answers only the player can find.

Sound has been recently added which works amazingly and we are thrilled to be using a song from the amazing indy band "The Clockwork Quartet" as our end game theme. Seriously, those guys rock.

Please play through the game and tell us what you think. Any and all feedback would be lovely. This is the first game we have created as a class and has grown into something we are rather proud of. We are still learning so things we have done wrong and things we could have done better will only help us all become better games designers. That being said, its always nice to hear praise....

Rough estimates of play times come in at around 30-40 minutes, which is modest seeing as this was only our 2nd year class project.

Thanks to everyone involved, its been a long, long road.

Bye for now!

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