An updated version of the demo with several improvements and balance tweaks.
Super Galaxy Squadron is a pseudo-retro shmup with modern influences. All proceeds from the final game will go to Child's Play Charity (http://www.childsplaycharity.org/).
An alpha demo is now available, and any feedback is helpful and appreciated
Demo updated [9/27]
Super Galaxy Squadron is a shoot-'em-up that believes tradition shouldn't get in the way of fun. While the classic arcadey difficulty that the genre is known for has its advantages, many people are turned off by mechanics that seem, for lack of a kinder word, archaic.
Difficulty has an important place in the modern gaming world, as any fan of Dark Souls or indie roguelikes can attest, but in this age a game needs more than strict memorization to make it fun and enduring. That's why SGS mixes the old-school formula with more forgiving and unpredictable (but not unfair) elements, making it accessible to average players and giving them a reason to keep playing, even if they couldn't care less about high scores. Of course, anyone looking for a challenge will also be satisfied.
Latest tweets from @nickclinkscales
Oct 14 2014, 11:57pm
@russpitts I've seen people who were staunchly "devs suck pubs are corrupt" turn completely around after actually meeting people involved
Oct 14 2014, 8:37pm
Oct 14 2014, 8:34pm
Oct 11 2014, 5:26pm
Oct 3 2014, 3:30pm
@krisstraub I actually do pixel art for a living + am relatively involved in the culture, I might be able to hook you up
Oct 3 2014, 3:28pm
Things I learned today- -How to play Dance Central -Why I shouldn't play Dance Central
Sep 29 2014, 10:29pm
New SGS gameplay with a few big tweaks, ships pull point items (and there's 2x as many), bigger/faster bullets, etc. T.co
Sep 27 2014, 1:34am
@MAGFest Figured I'd ask here first since it's easier, in the indie showcase, do you always need a team member w/ the game when it's set up?
Sep 27 2014, 1:31am