We're ahead of schedule!
I know - right? That almost never happens... must be something to do with those big black rings around my eyes!
To celebrate we wanted to release some of the latest screenshots from the on-going development of People Cu3ed.
We've been very busy working away on the game, and are well on track still for our November release. We also have the free demo coming out on Steam on September 7th which we are hoping lots of people will give a go, although they won't see any of the below levels in that... there is still a lot of fun to be had!
In amongst all this we also found time to be talk on the Indie Gaming Podcast released this week - and it's a great show in general we think you should check out so here's the link:
So - on to the screenshots! First up we've got level 14:
This has been one of the favorites of the testers so far - I don't want to say too much in case it gives something away, but you really have to think on your feet in this level. We're still working on getting that perfect balance between fun pressure - and just plain stressful, but we'll get there before release in November!
Next, level 15:
Power ups weren't originally a part of the game design document, however they've become an integral part of some levels as we've polished them a little through the development process. In level 15, we use them in a different way... again - without giving too much away, we are challenging the players of this level to act fast, and also think carefully about whether grabbing the power up is always the best thing to do...
This was a tricky one to program. Behind the scenes there are multiple layers to manage and objects that whilst mobile, must recreate themselves... All a bit complex - but the end result is great fun. The screenshot also shows a little more of the humour that litters the game throughout!
Now one from Level 19:
A tough one to balance this was... Imagine trying to dodge snowflakes in a blizzard? Well that's what it was like when we first got this level up and running! Fortunately - now it's down to more of a gentle breeze and some light fluffy snowflakes!
Another tough one to program this level. Imagine a game of 'what's the time Mr. Wolf' and you've got some idea of what is going on in this level... with a few twists! VR adds a whole other dimension of complexity and balance to it though - how much movement should we allow? What if the player trips over their cat whilst trying to stay still?? (OK - maybe that just happened to us...)
This is from a special level - the game get's a little interesting here when the interdimensional games start to go wrong... We'll leave it at that - but we're hoping the intrigue will fascinate the players as much as it does the characters!
And that's about it!
Also check out the game on Steam: Store.steampowered.com
We love to hear from you - so please do get in touch! :)