An Action-Adventure game, that combines Hack’n’Slash with exploration and puzzle solving. The scenario is a post- apocalyptic sci-fi world, where zombies walk restless around and technology looks like something from an 80’ties sci-fi film. The visual expression is dark and sinister, with black shadows, ink lines and clean colors. The game features zombies like they should be, slow, dumb and flesh-eating, life-threatening in groups and incredible persistent when their eyes are locked on fresh meat.
The story about an alcoholic with an identity crisis
Jazon wakes up with a huge hangover in an abandon world. His memory is gone and in an attempt to survive he invents an alter ego, as a bad ass hero. He recurs ladies, fights bad guys, beat brains out of zombies with his bare fists and fights super villains. He reinforces his belief by finding clues all around him, but will his facade hold up when the memories from his past starts to pop up?
A unique universe
A universe in the future where design development stopped in the 80’ties which sets a special heavy and rough touch on the game. The graphics are dark with ink lines, blank shadows and familiar shapes, inspired by comic book artists like Mike Mignola. Bad camera control, unlucky one-liner jokes and splat is all part of the 80’ties which the game is bringing back. The style is very unique and stands out from other games.
You will often end up in a fight with your life on the line. With a gun you can quickly kill a zombie, but with the limited amount of bullets you could maybe have used them better in another situation. On the other hand there is a great risk of dying if you choice to fight a zombie with your fists. The choices you make are critical for your survival.
If you barely survive the zombies, your next challenge is a time pressed situation that requires you to think straight. It’s dangerous to be at the same spot for too long, even though the zombies are slow they will never quite hunting you, and they fight to get in through blocked doors, windows and ventilations shafts. With the things you find in the environment or zombies you can exploit it makes you capable to solve the riddles and progress into the next room.
Music like the old days
No doubt about it, when it comes to music old is better. The music creates a wholeness in the game, with a “grungy” 80’ties inspired impression, spiced with horror and surprises. It brings the universe, style and story together and tramps the player in this intense world.
Why is it so hard to move the player in a natural way?
Since we began working on this project we been working and iterating on how the player moves. We knew from the beginning that the game would be best played with a controller, because the gameplay is designed in a twin stick shooter fashion. Of course we also wanted the player to be able to play with mouse and keyboard. Some players will also prefer that even if they have a controller (Don’t ask me why).
The cons about using a controller is that the thumbsticks uses axes to determine the direction of how the player is interacting, which means we can move the player in all angles and this gives them more control. It can also output how much you are moving, meaning you can do subtle movements with a controller, for example you can push the thumbstick a little bit and the character would also move a bit. If you use a keyboard you are limited to the 4 arrow keys, which gives you only 8 directions, we allow a player to hold up and left to move in a 45 degree angle for example. Still this is a limitation. A key on the keyboard also only outputs 0 or 1 and nothing it between so the character is either moving or not.
We also use the second thumbstick to aim, which works perfect. The only problem with this is that it’s hard to quickly turn 180 degrees when you are aiming. But even in our action areas we have a tactical element which makes the action a bit slower pace than other shooters, and because of that we think it works perfectly. Using a mouse for aiming is good, it’s fast but it's also a bit confusing because you can use the whole screen to move around on and in most cases it’s not locked to the character which makes the aiming a bit weird.
Once we knew this we started working on making the animations show which way you are walking and aiming. So we needed to mask his upper and lower body and determine how Jazon should aim and walk. This was very difficult for us, maybe because we didn’t have the knowledge and maybe also because we were still figuring out how fast he should move and how the aiming should work. It took months to nail down, but we are very close at having something that feels great.
This is something that’s really hard to show in a video, but when you play the game you can really feel it.
Enough talk it’s trailer time !
We haven't shown any video footage of the gameplay except a few gif’s online, so this is a premiere of the gameplay. And it’s all gameplay. So enjoy. It’s still pre-alpha so keep this in mind.
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