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Tag: indie

Neon Prince

by on Oct.31, 2011, under Announcements

Some friends and I at school put have been working hard on a game.  That game is now “done,” and has been submitted to the 2012 IGF Student Showcase. Check out this short gameplay promo. Play the game at GammaGods.com.

In the land of D’enbee, the noble Prince Djon sets off on a quest to curtail forces of the Death Metal army. He is watched over by the patron diety of the land of rave, the great Sky DJ, whom lays down phat beats of inspiration. Armed with the power of magical glowrods, the prince seeks the power of the Prismatic Glowrod in hopes of finally defeating Death himself.

Neon Prince is a side-scroller on rails in a world where medieval fantasy meets the modern rave scene. The player most collect glowsticks scattered throughout the level to overcome obstacles and defeat enemies. When the player finally finds the prismatic glowstick, he gains the power he needs to defeat Death and win the game.

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A little opinion never hurt anybody

by on Dec.30, 2009, under Blog Post Spotlight

Edmund McMillen over at Gamasutra put together a respectable opinion post of “do-s and don’t-s”. His thoughts are inspiring, grounded, and logical. Anyone thinking about or actively working on both indie and commercial games would be wise to take heed of his suggestions. I’m a fan of his #8.

8. Stand out.
Don’t make something that looks or feels exactly like an existing work. When people experience something new they’re more forgiving of its design, and in the end your creation will get more attention. This should be obvious, but somehow goes over the heads of most designers. If you notice a trend in aesthetics or play mechanics: DON’T DO THAT. Avoid trends; innovate and break new ground. Stop making goddamn ninja and zombie games and if you’re making a shooter don’t put it in space. Seriously.

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