September 2016

Month Archives

SK: ORE Attack! Retro Roguelike SHMUP Starr Mazer: DSP’s First Early Access Contest Begins Today

Press Releases, Starr Mazer

‘The Japanese reception was awesome! A lot of classic SHMUP fans really enjoyed the game and many recognised its similarity to PC-engine games. In interviews with them, several stated that they are happy to see more SHMUP’s being created and evolving with new mechanics — like those of the rogue elements we are incorporating.’

Starr Mazer: DSP’s presence at the Tokyo Game Show earlier this month was every bit action packed; post spending over two days exploring the city of Tokyo, the trio of director/creator Don Thacker, writer Vanessa Williams and community rep. Kazuo Mayeda were exposed to both public and press openings of the expo.

While the former had the roguelike SHMUP occupy Playism’s booth spaces at the Indie Hall, TGS’ first press day bore witness to a conference that had the publisher reintroduce Starr Mazer, alongside other upcoming independent games from under its banner. As the week now draws to a close, the stage for DSP’s first Early Access Contest has been set.

Commencing today, the 30th of September, SK:ORE Attack will have the game’s current Steam Early Access user base invited to a confrontation against a modified, beefed-up version of DSP’s level one for a period of two weeks.

 

 

‘From the 30th of September to the 14th of next month, players will be tasked with surviving the level, managing carbomite and establishing the highest SK:ORE,’ expand the developers, with SK: ORE being both DSP’s quantifiable point system and in-game currency. ‘All Steam users will then automatically be placed on this Steam leaderboard, where they must compete for the number one spot.’ The contest level may be unlocked by entering code Topdog at the main menu.

One Grand Prize winner will then have their real name added to DSP’s pool of playable pilots, while also being awarded the official Starr Mazer T-shirt. Players who take the spot after the contest end are further entitled to bragging rights. View a complete breakdown of the contest rules and terms on Starr Mazer’s official website.

Meanwhile in accordance with the Roadmap published earlier this month, the first round of polishing Act I of the game made its way to the Beta stage on the 22nd of September. A second round of updates to the same will follow suit, before Act I is deemed complete and rolled out to the DSP Early Access’ Regular version.

Starr Mazer: DSP is now available on Windows, Mac and Linux compatible Steam Early Access at a price of $9.99 USD. Owners may opt to play either of the game’s Beta or Regular versions on its Steam page, with all feedback going into its Forums therein.

Backers of its upcoming sequel, Starr Mazer’s Kickstarter meanwhile can avail of the game at a 50% discount using this special coupon.

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This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which the Starr Mazer universe and the Imagos Softworks team is currently affiliated. One can easily follow up on DSP and its sequel’s progress thus far at Starr Mazer’s Higher Eclectic Space.

To get in touch with the team for any queries, schedule an interview or request a review copy of Starr Mazer: DSP Early Access, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About Starr Mazer: DSP

Starr Mazer: DSP is a side-scrolling shoot’em up in the same vein as classics like Gradius and Lords of Thunder with a roguelike twist on the traditional lives/continues system.

Players take control of a squadron of DSP pilots with different ships, weapon loadouts and voices in their quest to liberate planet Thearsa CP-IX from the alien forces of the G’ell. Their mission is to battle through nine frantic arcade levels, countless waves of enemies, 3 powerful bosses, and take down the G’ell Super Ship in a singular run.

Twitter | WebsiteInstagram | Facebook | Twitch | YouTube | Steam | Contact – Kazuo Mayeda: kazuo@imagosfilms.com

About Imagos Softworks

Imagos is the final form. Nostalgia in HD. An indie game studio in Seattle, WA with stories to tell and childhoods to recreate.

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | Team E-mail: team@highereg.com

Troglobytes Evaluates Modena Nerd, Closed Beta Feedback; Takes Improved Build To Game Over, Milan

Press Releases, Tenebrae

‘Modena Nerd was a good experience; we did manage to attain a bit of feedback that’s helped us reconsider a couple game-play features. The true consequences of this however will be apparent only in future builds of Tenebrae; For now, we’re hoping for a better round of feedback, play-testing and networking at Game Over, Milan.

While Troglobytes Games might have missed out on the Modena Indie Award at the Modena Nerd expo this weekend past, their upcoming PC/Xbox One ARPG Tenebrae did certainly go on to win an honorary mention by the event’s panel of judges amid a field of nearly 30 odd Italian game developers. Commended for its graphical quality and even cited as promising by visiting members of the press therein, Tenebrae’s currently playable build has since undergone a series of updates influenced by player response.

For one, its outdoor level has now been shortened. While the current build lets players explore portions of both the game’s outdoor and dungeon environments, the former is meant to constitute Tenebrae’s tutorial that will be present only in its upcoming demo and the final game.

‘Since the actual tutorial is still missing from the build we showed off at Modena Nerd, there were a lot of empty zones that players seemed to be quickly bored of,’ confesses Lead Programmer Luciano Iurino. On the other hand, there also existed the case of players not exploring the build’s contorted dungeon design, its secret passages and hidden rooms in their entirety.

This has now been addressed by having the game world subtly coax players towards its secrets via implementations such as camera triggers that tend to focus on hidden ladders and ledges, considerably more evident designs for interactive objects and so forth.

‘Let’s not forget though that Tenebrae’s core lies in dungeon crawling and exploration,’ Iurino warns. ‘So people will still have to search for secrets; for now, we’ve made it easier to come across passages and corridors that all players and beta-testers seemed to have missed.’

Both issues were further compounded by the fact that the Modena Nerd build never had any established conclusion; players could effectively keep playing endlessly without any significant challenge. A mini-boss now fills that gap, although still reliant on the game’s standard AI that will eventually be replaced by a more advanced rendition in its upcoming demo.

In addition, not just treasure chests but destructible items now spawn loot evenly throughout the build, improved quality settings allow for smoother gameplay on older systems, while easier controls and added fixes make for a more evenly toned experience. The tweaked and improved build will now be exhibited at Game Over, Milan from the 24th-25th this weekend; an underground festival held at the Leoncavallo spa in Via Watteau, 7 Milan, Game Over is an annual celebration of Italy’s indie game development scene over numerous workshops, professional seminars and networking opportunities.

Just as at Modena Nerd, Troglobytes will be be seen hoping to gather layered combat related public opinion more than anything — particularly in relation to the issue of using in-game shields that was elaborated upon last week. Feedback gathered from both event appearances and the ongoing closed beta test will then be used in furthering & assessing development of Tenebrae’s fully playable Vertical Slice, which currently happens to be scheduled for a tentative end-of-September release.

Images demonstrating camera triggers, game-play hints, loot from destructible items and the mini-boss in action are attached herewith.

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This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which Tenebrae: Twilight of The Gods and the Troglobytes team is currently affiliated.

One can learn more of Tenebrae’s progress at any instance of time, opt-in for E-mail updates/press-releases via the game’s Higher Eclectic Space. To get in touch with the team for any queries, schedule an interview or notify it of your Game Over presence, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About Tenebrae: Twilight of The Gods

Tenebrae – Twilight of the Gods is a story-driven, fast-paced Action/Adventure RPG of the Metroidvania genre, paying homage to 80’s-90’s classics such as Ghost ‘n Goblins and Rastan Saga.

While deriving from the genre’s characteristic feature of encouraging exploration and character investment by consisting of large interconnected worlds to which access lays restricted by character ability, Tenebrae also promises to add fresh twists of its own. Currently in development for a PC and ID@Xbox release.

About Troglobytes Games

Troglobytes is a small independent video-game development studio based in sunny Southern Italy, founded by both veterans and young talents. Their mission is to create innovatively high-quality games on a variety of platforms using the latest in technology while focusing on storytelling and aesthetics.

Twitter | Website | Instagram | Facebook | IndieDB | YouTube | Steam | E-mail: info@troglobytes.com

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | E-mail: team@highereg.com

Troglobytes Looks to Gather Feedback on Tenebrae’s Combat Mechanics at Modena Nerd 2016

Press Releases, Tenebrae

This weekend, the 17th-18th of September will commence 2016’s rendition of Modena Nerd, a two-day celebration of Italian Video Games, Comics, YouTubers, Cosplay & all things nerd-culture at the ModenaFiere Exhibition Centre in Modena, Italy.

Present at the same will be the development team of Tenebrae — Twilight of The Gods, making their first public event appearance since that of the Global Top Round Accelerator Program’s Conference in Cologne, Germany last month. Amid tournaments and stations dedicated to classics of modern and retro gaming at Modena, Troglobytes will be seen setting up desk at the Indie Showcase Area therein showing off the latest build of their upcoming PC/Xbox One Metroidvania ARPG.

Sunday, the 18th of September will further see the game contend against nearly 30 other Italian developers for the Modena Nerd Indie Award. As the team reveal though, the event will bear much more significance to Tenebrae’s ongoing development than generating attention or hype. Set to be comprised of all those game-play features that were illustrated in last week’s September Update Video, the build that is to be shown off at the event is majorly the same as that which has been undergoing closed testing within the Higher Eclectic Network.

‘Most of the feedback gathered so far has been geared towards AI and combat,’ the team evaluates.‘Refactoring the AI is something we’re already working on; We have clear in our minds what’s wrong with it and how it should behave. However we’re planning to address combat only after a lot more feedback is gathered from the closed test, Modena Nerd and GameOver Milano thereafter combined.’

The team’s biggest woe in context of the same is currently pertinent to dodging and use of the in-game character’s shield by players; admittedly inspired by the likes of Castlevania: Lords of Shadow – Mirror of Fate after trying a variety of approaches, Tenebrae currently prevents one from rotating a character/dodging attacks when parrying. ‘It may work well under some circumstances but with Tenebrae being fully-3D, attacks tend to come in from all directions which can be problematic.’ Troglobytes state while affirming that player feedback towards the same has been largely divided.

‘This is but a portion of the design decisions we need to make, since combat is all our game is about. We want it to be very smooth and easy; We may go over different iterations and stop only once we feel we’ve found the right solution. This is why we’re hoping feedback from both of our upcoming event appearances prove to be helpful in this regard. ‘

Among additions not currently present in the current closed-beta build yet that will be seen at Modena are graphical improvements, a quality settings slider that lets one scale visuals as per their system performance and RPG values for weapons that dictate the magnitude each inflicts over the enemy.

One’s first look at the new-AI shall only arrive with the team’s GameOver Milano appearance on the 24th-25th of this month, which even then might only be partially complete. The Tutorial level and scene meanwhile will be ready in time for Tenebrae’s publicly playable Vertical Slice. This Vertical Slice is currently scheduled for an as of yet tentative end-of-September release.


This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which Tenebrae: Twilight of The Gods and the Troglobytes team is currently affiliated.

One can learn more of Tenebrae’s progress at any instance of time, opt-in for E-mail updates/press-releases via the game’s Higher Eclectic Space. To get in touch with the team for any queries, schedule an interview or notify it of your Modena Nerd visit, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About Tenebrae: Twilight of The Gods

Tenebrae – Twilight of the Gods is a story-driven, fast-paced Action/Adventure RPG of the Metroidvania genre, paying homage to 80’s-90’s classics such as Ghost ‘n Goblins and Rastan Saga.

While deriving from the genre’s characteristic feature of encouraging exploration and character investment by consisting of large interconnected worlds to which access lays restricted by character ability, Tenebrae also promises to add fresh twists of its own. Currently in development for a PC and ID@Xbox release.

About Troglobytes Games

Troglobytes is a small independent video-game development studio based in sunny Southern Italy, founded by both veterans and young talents. Their mission is to create innovatively high-quality games on a variety of platforms using the latest in technology while focusing on storytelling and aesthetics.

Twitter | Website | Instagram | Facebook | IndieDB | YouTube | Steam | E-mail: info@troglobytes.com

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | E-mail: team@highereg.com

TinyWars Extends Fan-Art Contest Period & Number of Winners

Press Releases, TinyWars

Considering the upsurge of entries and interest received by the TinyWars Fan-Art Contest over the course of its final days, developers Bizurk Software have officially extended the Contest period by another week. Originally meant to conclude by midnight of yesterday, the 12th of September, the Contest will now end by the 19th of this month. Justifying the team’s reasoning behind the same, Lead Developer Andrew Taraba explains –

‘We received so many fan art submissions in the final days of our contest; Plus several of the art groups that we actively post on have members who felt like they “missed out” on the contest.’ In context of the same, the total number of winners picked by the Contest have also been increased from five to seven. This means that while the winning categories of –

  • Best Overall Artwork, one winner,
  • Best Fit For The Game’s ‘Tiny’ Theme, two winners
  • Most Unique Style, one winner,
  • Creator’s Pick, one winner,

will stay the same, the two added winners shall fall within either of the four as decided by the panel of judges.

Furthermore prizes awarded to these additional winners will be the same as that being offered to the original five — limited edition character wall scrolls from the Tower Defence game’s universe. ‘We never expected to have received as many submissions as we did!’ Taraba reveals. ‘Had we known we were going to get over 25 submissions for this contest we would have ordered way more wall-scrolls!’

Launched on the 25th of August, the TinyWars Fan-Art Contest is developer Bizurk Software’s token of gratitude to a community of anime enthusiasts that has been contributing to the upcoming tower defence game’s lore since its infancy. Open to international participants, one may submit a multitude of entries to the same provided they are limited to one per day. While all entries need to be uploaded to the game’s DeviantArt group, those without a DeviantArt account can still participate via E-mail, or by tagging in the team on relevant social media posts.

More information and visual references can be availed of in the contest’s official declaration of rules and terms. A few recent entries are attached as relevant assets herewith.

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This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which TinyWars and the Bizurk Software team is currently affiliated. One can follow up on the game’s progress thus far and opt-in for E-mail updates via its Higher Eclectic Space.

To get in touch with the team for any queries, schedule an interview or the like, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About TinyWars

Developed by Bizurk Software, TinyWars is an upcoming game of the Tower Defence genre for PC, Android & iOS devices.

A journey of growth — both of characters involved and players themselves — its narrative encompasses a Tiny kingdom and its Tiny inhabitants, as they journey through the world and learn about things far greater than themselves while being under constant attack.

Following the tale of one such inhabitant, a young girl named Mary, said narrative will illustrate her pursuit of justice from those that belittle her as she journeys to save her Kingdom for good.

A large portion of 2016 has been devoted to the development of TinyWars’ first game-play demo. This demo, which stands scheduled for a late Q4-2016 release, will serve to help develop the TinyWars game engine while also presenting a playable prototype for public consumption that may not necessarily be representative of the main game.

A closed beta test of the same will transpire a month in advance, before all gathered user feedback is used towards developing a second demo that will be representational of the main game in 2017. Comprising of a portion of TinyWars’ soundtrack and early concept art meanwhile, a pre-gameplay demo is also available for download.

Twitter | Website |  Soundcloud | Facebook | Wiki | YouTube | PR Contact – Andrew Taraba – tinywarsgame@gmail.com

About Bizurk Software

A privately owned subsidiary of Taracore Enterprises LLC, Bizurk functions primarily as a service provider for clients ranging from Hyundai Motors’ Official Website to popular video games like Yandere Simulator.

TinyWars is its first independent venture into the gaming industry. While CEO Andrew Taraba himself has extensive experience in the world of website & app development, the team itself comprises of both experienced artists, musicians and programmers along with novices alike.

Website

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | Team E-mail: team@highereg.com

Retro Roguelike SHMUP Starr Mazer: DSP Now Headed to TGS2016; Developers Recount PAX West & SIX Experience

Press Releases, Starr Mazer

‘PAX was awesome. It was the first time we showed off Starr Mazer: DSP in its three level early access form and the public loved it!’

The trio of Starr Mazer’s creator and award-winning film director Don Thacker, lore writer/storyteller Vanessa Williams and community manager Kazuo Mayeda had taken to the Washington State Convention centre in light of PAX West last weekend, wherein their roguelike SHMUP Starr Mazer: DSP stood propped up on two demo stations and a blaring 55″ TV at publisher Playism’s booth.

 With visitors being greeted with pins and rewards of Starr Mazer T-shirts, Thacker and Mayeda further made it a point to visit the Seattle Indies Expo a few blocks away on the 5th of September.

‘Though SIX’s venue was small, the heart and passion you could feel in the room was enormous.’ they recount.‘It was great to see fellow developers in our local area show off their latest builds of their games. As one game writer put it, “It is like seeing all of our children grow up together”. ‘

Feedback through it all of course was abundant, with players bringing to the spotlight several DSP mechanics that were not easily understood, in-game exploits utilised in their pursuit of an official Starr Mazer T-shirt and more. The remnants of the team’s docket for September reveal that Thacker, Williams and Mayeda will now be presenting DSP Early Access to Japan’s own base of Shoot ’em Up enthusiasts at this year’s Makuhari Messe convention centre based Tokyo Game Show.

Flying out later today, the trio will be present during the course of both business and public days of the event from the 15th to the 18th of September at Active Gaming Media/Playism’s booth. All of this of course being conducive to their emphasis on generating hype around the shooter this month, while the rest of the Imagos-Pixeljam team further its development as per this Roadmap.

‘We do know it is a Japanese crowd, a completely different culture and a situation we are not accustomed to.’ they highlight. ‘We’ll be working closely with Playism to make sure we’re not making any social faux pas! But yes, they know we’ll be bringing ridiculous amounts of excitement and loudness to the booth.’ 

Images from PAX West and SIX are attached herewith. Starr Mazer: DSP is now available on Windows, Mac and Linux compatible Steam Early Access at a price of $9.99 USD. Backers of its upcoming sequel, Starr Mazer’s Kickstarter meanwhile can avail of the game at a 50% discount using this special coupon.

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This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which the Starr Mazer universe and the Imagos Softworks team is currently affiliated. One can easily follow up on DSP and its sequel’s progress thus far at Starr Mazer’s Higher Eclectic Space.

To get in touch with the team for any queries, announce your presence at TGS2016 or request a review copy of Starr Mazer: DSP Early Access, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About Starr Mazer: DSP

Starr Mazer: DSP is a side-scrolling shoot’em up in the same vein as classics like Gradius and Lords of Thunder with a roguelike twist on the traditional lives/continues system.

Players take control of a squadron of DSP pilots with different ships, weapon loadouts and voices in their quest to liberate planet Thearsa CP-IX from the alien forces of the G’ell. Their mission is to battle through nine frantic arcade levels, countless waves of enemies, 3 powerful bosses, and take down the G’ell Super Ship in a singular run.

Twitter | WebsiteInstagram | Facebook | Twitch | YouTube | Steam | Contact – Kazuo Mayeda: kazuo@imagosfilms.com

About Imagos Softworks

Imagos is the final form. Nostalgia in HD. An indie game studio in Seattle, WA with stories to tell and childhoods to recreate.

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | Team E-mail: team@highereg.com

TinyWars’ Ongoing Fan-Art Contest Ends In Five Days, Limited Edition Merchandise to Be Won

Press Releases, TinyWars

In progress since the 25th of August and officially announced by Higher Eclectic Ground in the game’s development update from last week, TinyWars’ 2016 Fan Art Contest continues to gather a variety of entries from its following of anime-enthusiastic artists.

Taking into account the vast number of fan-art submissions that have been received from the early stages of the game’s ongoing production, the Fan Art Contest was initiated by Bizurk Software as a means to thank the community for its ongoing support.

‘We’re quite satisfied with the results of this contest!’ the team reveals. ‘Revelation, Amy and Kumo seem to be our most popular fan art characters.’ All received entries are attached as assets relevant to this press release.

Based within the Tower Defence game’s DeviantArt group, the Contest requires that participants send in their best artistic creations that draw inspiration from TinyWars’ characters and universe – of which ample references have been provided by the team in the official declaration of rules and terms.

At the end of the contest period, winners are to be chosen to fill five distinct categories of –

  • Best Overall Artwork, one winner,
  • Best Fit For The Game’s ‘Tiny’ Theme, two winners,
  • Most Unique Style, one winner,
  • Creator’s Pick, one winner,

by a panel of judges comprising of TinyWars’ own art team. Each of these winners will then granted one of five limited edition TinyWars character wall-scrolls, which were reviewed by Bizurk’s CEO and TinyWars’ Lead Developer Andrew Taraba last month.

Participants from both within and outside the Unites States are welcome, with all submissions required to be uploaded to the game’s DeviantArt page before the end of 12th September, 2016; those without a DeviantArt account can still partake in the same by leaving the team an E-mail, tagging them in their social media posts or personal messaging them on any of their social media profiles.

‘We invite anyone else who hasn’t entered yet to enter our fan art contest right away’, Taraba writes. ‘It’s been a lot of fun seeing all sorts of different entries and interpretations of our characters. We’ve designed this contest to be accessible to anyone of any skill level, so please don’t feel discouraged to enter!’

Development of the game’s prototype meanwhile continues at the pace elaborated upon in its previous progress report, with Taraba hinting at content implementation being completed by the end of September.

‘However, the prototype might not be finished even after it’s at 100% completion,’ he explains. ‘Because of bugs and error testing, which doesn’t really count as “content.” Beta testing will open only after.’

This beta testing period will be open to only select members of the TinyWars fandom, with the team already unofficially accepting applications of interest via their social media pages and E-mail. A more official announcement will be made soon.


This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which TinyWars and the Bizurk Software team is currently affiliated. One can follow up on the game’s progress thus far and opt-in for E-mail updates via its Higher Eclectic Space.

To get in touch with the team for any queries, schedule an interview or the like, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About TinyWars

Developed by Bizurk Software, TinyWars is an upcoming game of the Tower Defence genre for PC, Android & iOS devices.

A journey of growth — both of characters involved and players themselves — its narrative encompasses a Tiny kingdom and its Tiny inhabitants, as they journey through the world and learn about things far greater than themselves while being under constant attack.

Following the tale of one such inhabitant, a young girl named Mary, said narrative will illustrate her pursuit of justice from those that belittle her as she journeys to save her Kingdom for good.

A large portion of 2016 has been devoted to the development of TinyWars’ first game-play demo. This demo, which stands scheduled for a late Q4-2016 release, will serve to help develop the TinyWars game engine while also presenting a playable prototype for public consumption that may not necessarily be representative of the main game.

A closed beta test of the same will transpire a month in advance, before all gathered user feedback is used towards developing a second demo that will be representational of the main game in 2017. Comprising of a portion of TinyWars’ soundtrack and early concept art meanwhile, a pre-gameplay demo is also available for download.

Twitter | Website |  Soundcloud | Facebook | Wiki | YouTube | PR Contact – Andrew Taraba – tinywarsgame@gmail.com

About Bizurk Software

A privately owned subsidiary of Taracore Enterprises LLC, Bizurk functions primarily as a service provider for clients ranging from Hyundai Motors’ Official Website to popular video games like Yandere Simulator.

TinyWars is its first independent venture into the gaming industry. While CEO Andrew Taraba himself has extensive experience in the world of website & app development, the team itself comprises of both experienced artists, musicians and programmers along with novices alike.

Website

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | Team E-mail: team@highereg.com

Troglobytes Detail Tenebrae’s Unique Health Regeneration Features In September Update

Press Releases, Tenebrae

Before moving on to refactoring Tenebrae: Twilight of The Gods’ AI and combat mechanics in anticipation of its demo release later this month, Troglobytes Games unveil a comprehensive enlistment of features that have made it into their ARPG since its Global Top Round appearance in Germany.

The most noteworthy of these, illustrated by means of the above September Update video, are character health-centric; Healing shrines and their health replenishing properties make their first appearance in-game. While most of Tenebrae’s assets go through the process of being designed in 2D concept form before being rendered in 3D, the Shrines were conjured impromptu; 4-5 hours’ worth of sculpting, retopology, texturing and importing the model into the game engine led to a design that draws inspiration from Gothic Art.

And even so, there’s much more to their styling than meets the eye; while Shrines are rendered inactive after a single use, each comes fitted with three inconspicuous slots on either side with one big slot at the top. Players will not only be allowed to harvest the mortal remains of certain enemies they ravage, but will also be able to use them in the side-slots as a sort of offering to the Gods. Doing so ‘reactivates’ a Shrine after its consumption.

‘The big central slot is a whole different story,’ the developers elaborate. ‘If you collect the skull of a particularly strong enemy (Mini-Boss?), you should be able to sacrifice it on a shrine to generate unique weapons, amulets etc. that are not spawned by treasure chests. Though it won’t be an easy task because it will also depend on how one kills the Mini-Boss, their Luck based RPG stat and so forth.This will be the only way to get those kind of weapons/amulets in the game.’

The team also addresses the prayer-like stance that Varg The Barbarian adopts at each of these shrines, stating that while it might seem strange to some — it fully demonstrates the twisted relation between Tenebrae’s characters and the Gods of its lore. In the very context of Health, the video also demonstrates Auto-Regeneration; players will be granted a main HP bar at the top-left corner of the HUD along with a thinner HP Regeneration bar below it. Troglobytes explain –

‘Whenever one is hit and their HP goes down, the HP Regeneration bar is triggered to refill the main HP bar one point at a time. The frequency of this refilling will depend on RPG stats, equipped items such as specific amulets and so on. It may sound too easy for the player, but trust us it won’t be! Also, there will be some areas where the regeneration won’t work and some particular enemies will have the ability to block your regeneration.’

The rest of the Update is populated by less major yet equally crucial additions — Climbing up and down ledges with associated dust/particle FX is now a feature, along with the ability to move the overhead camera while in the process. Weapon trail FX are further supplemented by color coded damage values that crop up every time an enemy is struck by the blade, however the effect these damage values have has been omitted from the video due to a bug the team is currently addressing.

In the actual game itself, each enemy will arrive with a small bar and an icon resembling its own face — indicating health points and other battle-worthy information that will deplete in accordance with the color-coded damage values. While color-coded silhouettes now allow for player and NPC tracking through walls that might crop up in the way of the camera, viewers are granted another look at the loot/inventory system that was first unveiled in the game’s August Teaser.

Next up on Tenebrae’s docket apart from its AI redesign is a complete implementation of its Tutorial level. ‘We have all the material ready for the tutorial scene, but we’ll leave it as one of the last things to do; we’re still designing the kind of behaviors each enemy will have, ‘ the dev-log reads. ‘We have designed a couple of basic enemies but there are a lot of ideas to test and implement!

Tenebrae: Twilight of The Gods’ Vertical Slice is scheduled for an as of yet tentative end-of-September release.


This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which Tenebrae: Twilight of The Gods and the Troglobytes team is currently affiliated.

One can learn more of Tenebrae’s progress at any instance of time, opt-in for E-mail updates/press-releases via the game’s Higher Eclectic Space. To get in touch with the team for any queries, schedule an interview or the like, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About Tenebrae: Twilight of The Gods

Tenebrae – Twilight of the Gods is a story-driven, fast-paced Action/Adventure RPG of the Metroidvania genre, paying homage to 80’s-90’s classics such as Ghost ‘n Goblins and Rastan Saga.

While deriving from the genre’s characteristic feature of encouraging exploration and character investment by consisting of large interconnected worlds to which access lays restricted by character ability, Tenebrae also promises to add fresh twists of its own. Currently in development for a PC and ID@Xbox release.

About Troglobytes Games

Troglobytes is a small independent video-game development studio based in sunny Southern Italy, founded by both veterans and young talents. Their mission is to create innovatively high-quality games on a variety of platforms using the latest in technology while focusing on storytelling and aesthetics.

Twitter | Website | Instagram | Facebook | IndieDB | YouTube | Steam | E-mail: info@troglobytes.com

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | E-mail: team@highereg.com

Retro Roguelike SHMUP Starr Mazer: DSP is Coming to PAX WEST, SIX; Developers Release Early Access Roadmap

Press Releases, Starr Mazer

Imagos Softworks, the team behind the retro-sexy, Kickstarter funded Starr Mazer universe is in for an eventful docket this weekend with both PAX West and Seattle Indie Expo (SIX) appearances scheduled.

As Seattle’s Washington State Convention Centre opens its doors to PAX West from the 2nd to the 5th of September, Starr Mazer’s creator and award-winning film director Don Thacker, lore writer/storyteller Vanessa Williams and community manager Kazuo Mayeda will be found residing at Booth 7116 through the course of the same.

Propped up against that of publishers Playism on the sixth floor, Starr Mazer’s booth will primarily be seen showing off Starr Mazer: DSP in its Early Access form; the Pixeljam Games co-developed roguelike SHMUP was launched on Windows, Mac & Linux via Steam’s community-centric development program on the 26th of August, 2016 to persistent acclaim.

Also joining the trio on Days 2 and 3 of the event will be Andy Dopleralski, the voice behind DSP’s flamboyant Cat Admiral that plays mentor and guide to players in their conquest against the alien forces of the G’ell. ‘Andy will be there catting it up!’ Mayeda announces. ‘We on the other hand will be giving out Starr Mazer pins and yelling about DSP next to Playism’.

Thacker and Mayeda will then proceed to attend the Seattle Indies Expo six minutes away from the Convention center at Melrose Market Studios; a one-day exhibition for independent game developers, SIX shall have them socializing and show boding from 9 -12 P.M PDT on Sunday, the 4th of September.

‘SIX is a small venue so visitors should easily be able to spot us,’ state the team. ‘We’re very excited to show off Starr Mazer: DSP to the public at PAX West! We can’t wait to chat with existing fans and get their feedback — or with potential new fans looking for a brand new SHMUP to sink their teeth into! If you are at PAX, stop by the booth and say hello!’

Praise towards the side-scroller meanwhile continues to pile on, with the developers having first stoked the game’s progress by addressing several preliminary bugs over the course of Monday, the 30th of August – three days after launch. This was further supplemented by the release of a Roadmap on the 31st, which has since served to lay out a high-level plan that will be followed by DSP as it pushes towards its final build.

Said plan predominantly promises to bring about increased variation/randomization of overall playability within the game’s first three-level Act, before progressing to furnish levels four to six of Act II that are currently present in-game as but rough drafts.

Gameplay drafts of the second Act’s major boss and the entirety of Act III is stated to be ready on paper just as well, with dynamic spaceships, varietal pilots, voice-actors, weapons and intricate UI/UX improvements cited to be in the pipeline.

‘There are many other things we’d like to add to the game that are not listed within the roadmap, but they are best left unsaid until the time is right’, the plan states in conclusion.

Starr Mazer: DSP is now available on Windows, Mac and Linux compatible Steam Early Access at a discounted price of $8.99 USD. Backers of its upcoming sequel, Starr Mazer’s Kickstarter meanwhile can avail of the game at a 50% discount using this special coupon.

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This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which the Starr Mazer universe and the Imagos Softworks team is currently affiliated. One can easily follow up on DSP and its sequel’s progress thus far at Starr Mazer’s Higher Eclectic Space.

To get in touch with the team for any queries, announce your presence at PAX West & SIX or request a review copy of Starr Mazer: DSP Early Access, please E-mail the game’s Higher Eclectic representative Sean Braganza at sean.b@highereg.com


About Starr Mazer: DSP

Starr Mazer: DSP is a side-scrolling shoot’em up in the same vein as classics like Gradius and Lords of Thunder with a roguelike twist on the traditional lives/continues system.

Players take control of a squadron of DSP pilots with different ships, weapon loadouts and voices in their quest to liberate planet Thearsa CP-IX from the alien forces of the G’ell. Their mission is to battle through nine frantic arcade levels, countless waves of enemies, 3 powerful bosses, and take down the G’ell Super Ship in a singular run.

Twitter | WebsiteInstagram | Facebook | Twitch | YouTube | Steam | Contact – Kazuo Mayeda: kazuo@imagosfilms.com

About Imagos Softworks

Imagos is the final form. Nostalgia in HD. An indie game studio in Seattle, WA with stories to tell and childhoods to recreate.

About Higher Eclectic Ground

Founded in August, 2015 by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.

Higher Eclectic Ground functions by providing developers of independent games with progressive press, web and social media based exposure, QA support and feedback, networking opportunities, organic audience building, PR and related services.

In addition, it also plays agent for various other freelance creators and artists of gaming media – assisting them with building their portfolios, web and social media presence while also working to bring them collaborative opportunities from within the industry.

Website | Google+ | Twitter | Facebook | Instagram | LinkedIn | Team E-mail: team@highereg.com