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*Please note this is an early alpha version of the game and is no-where near being a finished product.
Dystopian Wars Pt. 1 Tears of Chakra
This is a story about a young boy who’s home village was destroyed by bandits. Unfortunately wounded in the attack the
young boy “Apthos” has nearly forgotten about his past. Plagued by constant headaches and flashbacks, Apthos is starting
to realize he’s no ordinary human, but rather something special, a Dystopian. After having several flashbacks and visions,
Apthos, decides to set out and find out who or what he really is.
After leaving the only life he’s ever known, he finally makes it into the New World, and meets a young girl by the name of
“Chakra”. A young girl stuck between a brutual civil war, with nothing left to fight for except the painful memories of her
past. You must choose to pick a side, whether you lust for blood and gold or if stand along side the people and fight, no
matter the outcome, it will forever change the New World.
I’d go more indepth but I don’t want to ruin the story.
Z: Action Button
X: Open the menu
I’m the only person who is currently working on this project and that being said the funds I have to use are very limited. All donations I recieve will be used to get my game onto the steam greenlight, and will aid me in funding any software/programs I may need.
If you are interested in donating you can donate here: Gofundme
If you are interested in playing the Alpha Demo you can play it here: Mediafire
PS. Thank you to all the wonderful people who have donated and helped me to get this far.
TowerFall: Ascension is deceiving. It appears to be cute, pixelated and friendly, and it looks like something you would have played between rounds of Contra and Super Mario Bros on the NES as a kid.
In reality, TowerFall is a brutal bow-and-arrow brawler with vicious enemies that materialize from the ether in droves, heedless of whether you have backup or the skills to defeat them. You only have a set number of lives, limited ammo, power-ups that disappear the moment you’re hit, and hordes of enemies that demonstrate increasingly complex powers as the levels progress. It’s also local co-op only.
So, yeah – it’s basically the reincarnated amalgamation of classic NES shoot-em-ups and platformers, bred for a more technologically powerful world.
TowerFall’s charm resides in its twists on beloved platformers and shooters: Jump down a hole at the bottom of the map and re-appear at the top, dropping from a gap in the ceiling. Shoot a barrage of arrows and then jump down and collect them from the bodies of the slain. Challenge friends and choose big head mode, play with laser arrows only, play in slow-motion, turn on constant side-scrolling or a myriad of other game tweaks.
TowerFall rewards patience and calculated risk in both of its main modes, the multiplayer Versus mode and the solo or two-player Quest mode. The first level in Quest offers a fairly simple demonstration of what TowerFall has to offer, namely, piles of ghosts, slime balls, flying eyeballs and eventually, on stage five, another archer. It offers a balance, both challenging players and allowing them to grasp the simple controls – shoot, jump and dodge.
Luckily, it’s also a fun one. TowerFall mimics the frustration in games of yore, offering just enough hope that next time, you’ll be able to beat all of those nasty beasties. Or maybe next time. Well, maybe the next time. The mechanics are butter, allowing for rapid transitions among platforms and across the screen, all while flinging arrows at enemies or bouncing on their heads. It’s a game for a wide range of players, combining asset management and twitch controls with platforming and wonky physics. It’s superbly satisfying to launch a shot into an enemy’s back, jump to collect the arrow, leap down the gap at the bottom of the level and pop up at the top, directly on top of the boss enemy’s head.
It’s less satisfying when a rolling slimeball does the same to you, but it all shakes out in the end.
If TowerFall: Ascension had launched around the same time as Super Mario Bros, many of us may never have found the princess. It’s not just the pixel-art graphics, but the entire feel of TowerFall that makes it addictive. In every moment, you must gauge how many arrows you have, where the last arrow landed, where enemies (or friends) will drop in and how many shots it will take to obliterate the nearest threat. It’s a whole-brain game with minimal controls, and it’s the most fun I’ve had with a bow and arrow since The Year Of The Bow – or even the 1980s.
Banished is a series of small goals that feed into one ever-looming command: survive. Every game starts in the spring, and before winter hits, you need to get enough firewood, gather a decent supply of food, and build some houses to keep your citizens from freezing to death. Just getting enough food is tough, because you rarely have enough time or free land to get a proper set of crops growing. Instead, you’ll be chopping down as many trees as you can before getting a fishery going in a nearby lake or river. Then you hunker down and hope nobody dies.
People, more than anything else, are your vital resource. They need homes, food, decent clothes, tools, emotional support, medicine, and more. Every mechanic, every building you can place, and everything else you can do relates back to that central theme of survival. If you can’t gather enough food, your people die. If they’re stuck outside for too long, or don’t have warm clothing, they die. Each time you fail as their leader, you’re reminded of the loss with a grating sound and a yellow gravestone. These serve as a one-two punch to punish you for failure because losing citizens makes it that much harder to keep up the resource flow.
Like most games of its type, Banished has a number of natural disasters that strike your populace. In many ways, they serve as a kind of random “boss fight” in the sense that they will often test one aspect of your infrastructure. Diseases test the health of your population, fires your city planning, and tornadoes your ability to rapidly rebuild before winter comes again. With Banished already amounting to a desperate attempt to stave off death, disasters can be absolutely devastating for the unprepared. When pests hit your crops and you’re already barely squeaking by each year, you’re going to start losing a lot of people. Those kinds of cascading failures contrast with the almost hilarious scenarios that surround SimCity’s giant robots or aliens.
While the process of survival is never-ending, holding out against the elements amid the hostility of the untamed natural world is a small but powerful personal victory. Villagers have names; they’re born, grow up, and eventually die under your intense supervision. Banished reinforces the human drama with its brutal difficulty and negative feedback loops. It’s fertile soil for some of the most remarkable emergent storytelling around. With relatively few, well-designed mechanics, the game weaves a powerful tale of empathy and desperation and is a high-water mark for narrative elements that mutually reinforce mechanics. Even better, this is a very human story divorced from the Western tropes common in the loosely imperialistic messages of other, similar games. It’s just you, your people, and their strong desire to live.
Windforge creates a large world full of treasure, temples, sky whales and bandits, but searching for those moments is long and difficult.
Snowed In Studios’ Windforge first hit Steam Greenlight about two years ago, and was explained as the love child between Contra and Minecraft. In order to fund the last phase of development the team turned to Kickstarter, and with the help of 700 backers, they got their chance.
The world of Windforge, Cordeus, is entrenched in a beautiful steampunk atmosphere; from the look of the customizable characters to the whale oil economy, and earnestly pulls the aesthetic off. Cordeus has fallen on some hard times due to their over-poaching of the sky whales, and the pursuit of other technologies are outlawed by the government. As a butcher, sailor, prospector or merchant, you uncover the secrets of the Aetherkin, an ancient race, who knew of another source of energy.
Everything in Cordeus is open to creation, destruction and customization. Character class choice is not as important as your choices with the air ship, which is the main mode of transportation in Windforge’s sprawling procedurally generated world. However, the world is too big and takes too long to get from point-to-point, especially since there are loading screens that separate the areas.
Windforge provides a lot of tools in order for the combat to run as smoothly as possible. The WSDA and mouse combination work for control when building an air ship or mining for resources, but fall apart in the combat scenarios. Switching between guns and keeping an eye on ammo is difficult and leads to a very steep difficulty curve, both underground and in the skies. When the shooting works, it is in small doses and feels more like glitching the game in your favor than a real achievement.
Windforge is not a full game. There are far too many bugs, such as a save corruption bug that personally plagued my progress. Character customization ultimately doesn’t mean anything because there is no online component in order to show off your cool loot grabs. The surface of Windforge is appealing – making an overused theme seem new thanks to the graphics – and the music fits the mystical, mysterious world, but there is not enough underneath. The game brings new ideas to this forming genre, and the intention is palpable, but falls short on execution.
Windforge was released on March 11th, 2014 for $14.99 on Steam, Humble Store, GoG.com and Desura.