We are so proud to announce that Greedy Guns is coming to Steam on September 1st, 2017.
You can wish list Greedy Guns on Steam here!
For those who didn’t follow these last 4 years of development here’s a big WTF is Greedy Guns!
How do I explain Greedy Guns to my mom
– “It’s a Mario with a gun. Bang bang. Ok?”
– “Who will want to play a game with a plumber and a pistol? That’s dumb. Can’t you get your old job back?”
How I explain Greedy Guns to the world:
Metroidvania + dual stick shooter + 2p local co-op + too many enemies at once. :D
Or if I have a bit more time I usually go for:
Greedy Guns is a colorful, joyful, platformer that sprinkles elements of exploration on top of excruciating challenges. Taste the tears flowing down your face, while being crushed by its arcady dual stick shooter Apocalypse!!! :D
Inspired by classic shooters like Gunstar Heroes, Metal Slug, and Contra, Greedy Guns takes the Run and Gun formula to the 21st Century!
It’s not just shooting. Greedy Guns has a narrative worthy of the Nobel prize! Ok, maybe not… You’ll be the judge of that.
You control the mercenaries known as Greedy Guns, Bob and Kate. They are on a mission to plunder alien D.N.A for Holocorp. Holocorp pays well but also sells them their guns. Dammed capitalists! What starts off as just another mission gets a bit more complicated as a gilded masked stranger starts following them and collecting hidden artifacts.
This will take a turn for the worse, and our greedy mercenaries are going to have to fix it if they want to ever leave the planet. But fix what, and how? You’ll have to play to find out;)
4 years ago a revolution began in Tio Atum. I (Miguel Rafael) was getting out of a 7-year relationship, a horrible break up. Another member of the team was doing the same. So heartbreak everywhere! We wanted to make a bigger game, maybe to forget our woes. At that point, Tio Atum had only shipped mobile games. We decided we wanted to make a hectic action game, with plenty of shooting, exploring and dodging enemy bullets. Why? Well, we like hard games and we never made a shooter. Seemed like a fun challenge. Was it ever!
One year into development we started living under the same roof and there we stayed for 2 years. Working away on Greedy Guns and partying every other day. Eventually, we found new relationships and had to leave the bachelors’ game dev bunker.
After that, in 2016, a successful Kickstarter helped us develop the game further and here we are today. 3 high powered mutants, game dev warriors, lovers of pew pew.
Well you can wishlist Greedy Guns on Steam here! Be the first one to play it
Fans came together to fund Greedy Guns on Kickstarter and smash through the first 3 stretch goals! Next on the list is PS Vita but with less than 24 hours...
Greedy Guns kickstarter campaign is already successful!! But there's 2 days left for the stretch goals!
Know more about the latest Greedy Guns game mode and our plans for E3!
Yes! Thanks to our great friends at Itch.io Greedy Guns is going to be represented at E3!
I am totally going to buy this game for my mps vita when it comes out
Greate work with Brazilian Youtubers !
thanks! That was a cool project! :D
Great game not bad at all. I love the art style and its style but I have encountered some glitches. Sometimes when I pause my game will freeze but the music and sound will keep going (Causing me to die). But aside from that this is a pretty top notch game! Great job.
Looks better and better with each update :)
Can you share with us the process to create a level in this game ?
For example, you have a lot of tiles and put it on Unity manually or you have a 'big' image with the entire level and put colliders only on Unity ?
Anyway, is cool if you describe the process of construction of the levels.
Yeah i could do that for sure. Just let me get back to level design and I'l write a post about it :) Right now I'm concepting the next areas.
Followed, love the art, looks great!
looks nice!
following...
Thank you! Now that you are following you won't miss the alpha when it's out. Someday. This summer. :)
No, I sure won't miss it :)
By the way, what was your inspiration? This cartoonish graphics reminds me on Earthworm Jim or Ruff n Tumble...
And another question - no slopes in levels, only square level design?
Oh yeah. We discussed this recently. Slopes would be fun for a lot of situations, but I am already really busy doing all the art and design, so I'm wondering if it is worth the extra work... I know it sounds silly, but when you consider all the extra tiles needed... Maybe I should find an easier way to do it. Maybe some wedges that I can just paste on the levels :P
Or maybe it's not that many tiles even. Go to really think about that.
Inspiration? For the art I'm not sure. I just picked the art style that was easier for me. The one that came more naturally.