Year of release- Unknown
Graphics/Art style- 3D, possibly anime influences?
Notable gameplay mechanics- Two player arena fighter with the ability to fly within the 3d arena, I think it was a choice of 2 fighters one had fire elemental attacks and the other had ice elemental attacks
Hey all, my boyfriend and I are attending PAX East for the first time. We are mainly interested in the indie games that will be showcased but like everyone else I'm sure, there are a few AAA titles we'd like to check out as well (Nintendo and Last of Us).
I know Naughty Dog announced earlier this week the demo for TLOU2 will be done through assigned time slots on their app. According to the PAX 101 post yesterday, we can expect Nintendo to so something similar. Otherwise, looks like we'll be chilling in line bright and early haha!
My biggest question isn't so much how to get into the demos, but more so how do they work? Will one of us be able to register for a time slot/get in line but play the same demo together? Not sure how they have worked in the past.
What did you think? Any unique UPC encounters? Snippets of the larger quest as a whole? I'm most curious about random encounters with random npcs and enemies as that's what spices up the world for me and encourages exploration. I'm bummed with the amount of info we got from pax east so I'm hoping people who've played the demo might shed some light on a few things.
Drive Link (PC demo only)
Screenshots: imgur link
Discord Link (if you want to share your thoughts!)
Instagram (if you want to see more!)
Hi everyone :) we've been working hard to make our first game LUMEN: Lost Passages, a metroidvania about a demigod who needs to find his way home to the Underworld.
Lumen, the Soul Warden, has been tasked by Hades with guiding souls from the mortal realm to the Underworld through the Passages for all of eternity. One day these souls stop flowing. Upon going to investigate Lumen is ambushed, stripped of his powers, and sent to the mortal realm to die. This is where the player picks up, helping Lumen relight the 7 Passages and help Lumen get home!
LUMEN draws on influence from modern metroidvania Hollow Knight as well as Dead Cells and was... keep reading on reddit ➡
If you don’t know yet, in every single Waterparks album/ep one of the songs is a quote from a Disney movie. And if any of you smart Redditors/Fans know if there is one on this album of demos that would be cool to share!
I got the demo of Minecraft and then bough it, and now even though its the full version it always says DEMO in the yellow text and I don't want it to say demo I want it to say what is normally says, a random quote so yea.
Hey everyone, the indie studio I'm working at is looking at doing a free demo of our next title. Has anyone here had any experience releasing a free demo for a title they've worked on, and if so how much success did you see with it? What sort of conversion rate were you getting from free users to those who bought the full title?
So I was reminiscing about my childhood and started thinking about old video game cutscenes. When I tried to think of the title of a game. For some context I was just a kid, but it was back during the days of ps1. My older brother was subscribed to a demo system I think for PlayStation magazine. They would send you demo discs of various games and show you a cutscene from it. I thought it was the beginning of death trap dungeon but was wrong.
The way the cutscene goes is there’s a barbarian looking guy in the middle of a colosseum. He’s standing over a trapdoor and it opens up revealing a black pit he’s being suspended over by ropes that are holding his arms apart. It cuts over to a king or something and he gives a thumbs down kind of expression and the barbarian falls down into the dark pit. And the demo ends.
Any help with this title helps a lot. I just wanna see that cutscene I remember so vividly from my childhood again. Maybe even try and find a copy to play.
Here's a good one - I remember seeing a gameplay demo back in 2006 or 2007 for a PS3 exclusive that was basically a physics-based first person shooter. The demo had 2 creature like humanoids fighting in a circular arena and throwing debris around with some sort of power. They did have guns if I recall correctly, and used the damaged environment as projectile weapons. I cannot remember the title for the life of me but have always thought back to this video because of how cool it looked at the time. I don't believe the game was ever fully released.
I want this post to be a bit more insightful instead of blatant self-promotion, so I'll say that getting to this point has been very interesting. I started working on this project alongside four other people (three artists and one musician) in June earlier this year. I've been working with GameMaker since I was maybe 13 years old, and about five years down the line, this is the first non-jam project that I've "released" (and I hesitate to say "released" because this is just a demo as opposed to a full game) that I feel truly proud of. Everything I've worked on has been in GameMaker, and over the years I like to think I've become a lot more adept at both using GameMaker and making pixel art assets. I think this is the first non-jam project that I've really put those acquired skills to use in, and I'm really happy with the results. The demo isn't objective... keep reading on reddit ➡
I've been fiddling around with SMBUtility for a bit this week, and after editing the first level of the game I wanted to modify the attract mode demo on the title screen. I tried using the build in demo recording tool, but the recording isn't accurate, causing Mario to not perform the actions I performed while recording.
TL;DR how can I accurately make a new demo for the title screen? Is there something I can edit in the hex or something? Sorry if this is a dumb question, I'm new to rom hacking so I'm not very well versed in this stuff, but I'd like to learn!
Is the absurdity of these just leftover from the model of milking players for cash from legacy?
A Title costs just 20 diligence in the shop, but it takes 150g for a permit from the general merchant and 3100 labor (3000 for tax certs and 100 to craft). And it takes six for a full kit demo for a thatched farmhouse (that's 900 gold and 18,600 labor).
I'm not complaining about getting them for diligence, that makes sense. But it's like the alternative is so ridiculous that you aren't supposed to get them that way. (Oh, and they're bound every step of the way).
Edit: I've also found titles are in the vocation shop for 80,000 vocation badges each (that's 480,000 for a thatched farmhouse full kit demo).
Hey all, I'm looking for a list of titles on an old black and white BlockBuster demo disc, some of the titles I knew were on it were Comix Zone, DooM95, CyberStorm, and a Close Combat title
It also had some really cool vehicular combat games I'm trying to find.
If anyone has any information, I'd really appreciate it.
Looking for feedback on a roguelike I've been working on.
(for mobile/desktop browsers)
It's a turn-based RPG with ASCII graphics similar to Nethack. The controls are gamepad-like (6 buttons only), with UI similar to some older RPG.
I only scripted the first 5 floors, and it's missing quite a bit of balance/contents (I say the game is pretty difficult at this moment) Also, the game is titled "Potato Tower" until I think of a better name (I like potatoes).
While I have ideas for what features to add next, I would love to hear your feedback on this early demo first!
Probably not because it’s old, but it sounded good and I’d like to listen to it finished. What’s your take?
Link to download, video and screenshots https://roastmygame.com/game/gardas-working-title-not-final
Retro Shmup action in a game that is a love letter for shmups from the 80's and 90's.
The Demo has 2 working stages and the final game is planned to have at least 6 stages, hoping for 8 stages.
Currently needs testing and feedback to find anything I have missed that is wrong and also feedback for anything I need to balance about the gameplay.
Once the Demo reaches version 1.0.0 I will be attempting to crowdfund, why am I not crowdfunding right now you may ask? Simple answer, I want the demo to be as polished as it can be before I attempt crowdfunding since I could make the most fancy video I can to solicit backers to back the project, but instead I would rather give any backers access to a Demo that will reflect the finished product to actually see if they are interested in the project instead of being all talk wit... keep reading on reddit ➡
We're an indie game studio from Shanghai, China.
We started this indie title 3 years ago. Finally, it was launched on April 5th.
Bugs Must Die is a bullet hell version "Jackal" or "Smash TV" with elements of RPG, a parody of pop culture icons and 80s & 90s arcade style.
We hope you could enjoy this game.
I've gone from 'oh right, that thing I might find interesting' to 'oh right, that thing I will most likely buy'.
I would like (1) special new title for demos.
Example: 21,030 Confirmed Kills
If you could make it a counter so that every demo it goes up and matches your career demo stat that would be awesome.
But also a little elaboration. I'm relatively new to the MH franchise. Only picked it up in World, and I've really fallen in love with it. I can't wait for Iceborne. Alas, I am a poor student and at the moment I can't really afford to buy myself other iterations of the game to try out some of the other titles.
But out of curiosity, I did download the MH4U demo to see what it was like. I know it isn't going to be absolutely representative of how the game would work after factoring in gear progression and whatnot. I did enjoy at least that whatever weapon I played, I was able to pretty reliably use the them, even if they were missing some moves I am use to. The SnS launch or CB needing to re-up the shield after every AED. Anyhow, that's pretty tangential. I didn't really have any trouble in my hunts as such, with the exception of Gore Magala which carted me once.
I'd love to maybe just hear some stories of you veterans on how tough such hunts really were, I dunno.
Last summer I wrote this song, music first, lyrics second. This is my favorite song I’ve ever written. You’ll have to forgive the quality, I’m not a recording master by any means, and this is all done on GarageBand iOS.
If you’re interested in the background, I wrote this song while playing around with different tunings. One day I was just retuning my strings over and over until I came across a beautiful chord in this tuning. Then I decided the tuning was too dark, so I slapped a Capo on the 3rd fret and this was the result. I also love guitar pedals a lot, so I made sure make use of them and create some soundscapes. Most notable ones you’ll hear in this demo are: Tube Screamer (Most of the song) Digitech Whammy (Interlude) Dunlop Cry Baby (Guitar Solo) Neunaber Immerse Mk. II (Intro/Outro/Interlude)