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Classic Gameplay, Evolved

Revisit the classic ‘Thrust’-style gameplay from the golden age of Atari, evolved for modern gamers as a twin-stick shooter. Negotiate the twists and turns of tunnels and caverns under the surface of Mars, Ceres and many more planets across the solar system. Engage with swarms of enemy Laser Pods in bullet-riddled combat. Rescue hostages before they can be turned into Brain Drones that swell the ranks of Doctor Quantex’ army. Deploy Marines, turret guns and other assets to turn the tide of battle. Recover fuel, data chips and other resources to aid you in victory.

Features

  • Enjoy classic sci-fi, tilt/thrust gravity-based gameplay
  • Battle enemies with twin-stick or 360° mouse aim
  • Explore vibrant Amiga-style pixel art environments
  • Manage resources and carefully select missions in Campaign Mode
  • Relive this ‘forgotten’ shmup sub-genre
  • Available now on Steam Early Access
  • Full launch on PC in 2017
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Hey Peeps!

I’m back with another episode of my game postmortem and this time I’m talking about the pixel art in Captain Kaon.

Pixel art is a fantastic old-school art style that can make your game look really cool. But it also has a few drawbacks and challenges for you game development. In this episode of my game postmortem I’ll talk you through my experiences making the pixel art in Captain Kaon, where things went right, and where things went wrong.

If you’re interested in making games, I hope my experiences and the advice I pass on in my game post-mortems are of use to you. Otherwise I at least hope the story of how I made my game is entertaining.

Subscribe to my channel and you can check out the latest episode in my game postmortem each week.

If there’s an aspect of game development you’d like me to talk about in my game postmortem then ask me in the comments below and I’ll add it to the schedule.

You can also head over to Steam and check out Captain Kaon, all sales contribute to my food and rent fund which will help me make more videos and develop my next game.

Captain Kaon | Game Postmortem - Second-to-Second Gameplay

Captain Kaon | Game Postmortem - Second-to-Second Gameplay

News

In this episode of my game postmortem I'm talking about how I developed the second-to-second gameplay in Captain Kaon. This is the flying and shooting...

Captain Kaon | Game Postmortem - First Playable Level

Captain Kaon | Game Postmortem - First Playable Level

News

Building a First Playable Level is an important first step in making a game. In this episode of my game postmortem I talk about how to do it, and how...

Captain Kaon | Game Postmortem - Game Engines

Captain Kaon | Game Postmortem - Game Engines

News

In the second episode of my game postmortem I talk about game engines and how to choose one that's right for you. I also talk about why I choose Gamemaker...

Captain Kaon | Game Postmortem - Concept

Captain Kaon | Game Postmortem - Concept

News

After a long four years making my first indie game it's time to have a postmortem and share everything I've learnt with all the other budding game developers...

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Captain Kaon - Alpha Demo 2

Captain Kaon - Alpha Demo 2

Demo

A new version of the alpha build for Captain Kaon is available. Along with bug fixes and design tweaks it has: - The dead husks of enemies you have destroyed...

Captain Kaon - Alpha Demo

Captain Kaon - Alpha Demo

Demo

This is an early alpha demo of the PC version of Captain Kaon. It has the first 18 missions comprised of 38 stages, each is fully completable. There are...

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OnyeNacho
OnyeNacho

Your website...
Engagepixel.com

Is giving me an error.
I.gyazo.com

Reply Good karma Bad karma+2 votes
_Azimoth Creator
_Azimoth

Captain Kaon is now on Greenlight, you can vote for it here

Steamcommunity.com

Reply Good karma+2 votes
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Latest posts from @engagepixel

Look out, those big guns are firing some big bullets! In #CaptainKaon I updated the old school Thrust style gamepla… T.co

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