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GENKI: Bluetooth Audio for Switch Kickstarter nearing $500k in its final day

The Kickstarter for GENKI, the Bluetooth Audio adapter for Switch, has been an insanely huge success. The Kickstarter is in its final 24 hours, and it's just shy of $500k. The original goal was for $30k, so I think the Kickstarter has been just a bit of a success. If you still want to get in on the pledging, you can do so right here!

Indie Pogo devs plan to pitch Nintendo on a Switch release soon

The Indie Pogo devs have already said that they thought their game would be a great fit for Switch. The thing is, they've been focusing on the PC version for awhile now. When can we expect some movement on a potential Switch release? The dev team has said they'll be reaching out to Nintendo as soon as the game launches on PC, which is July 10th. Hopefully they get good news, and the port can start being worked on right away!

Flip Grip demoed with Striker 1945 and Donkey Kong

Man, this really does look like the way to go for fans of games with TATE mode. I think I need to grab one of these for myself! How many of you ended up backing the Kickstarter?

Temtem devs details the differences between their game and Pokemon, challenges of developing for Switch

A portion of an NextN interview with Crema Games...

N: First of all, how would you describe Temtem? In which ways can you compare it with Pokémon and what are the main differences with Game Freak’s franchise?

CG: We define it as a multiplayer monster-collecting game, heavily inspire in Pokémon. It looks like Pokémon in that you catch creatures, evolve them and battle against others. And all of that is driven by a main story.

There are more differences than it looks like. Including the MMO aspect is a big differentiating feature, a big jump. And aside from the obvious differences, like a whole new story and the original characters and creatures, there are changes in gameplay.

We have removed all random factors in battle (evasion, accuracy, critical hits, effect rate for status conditions) in order to give a more skill-based touch and make it closer to a competitive scenario. This implies a greatly-changed battle system. Removing all these aspects suppose changing the whole system so it’s balanced, and, at the same time, you can have a variety of strategies.

There is co-op play and on-line play, so both players can actively participate and battle. We have added a pick-ban system for ranked battles, so it adds a more strategic layer to battles.

As I’m answering these questions, we are closer to the “Clubs” stretch goal in Kickstarter (Note: it has already been reached). It’s our approach for guilds. Aside from the dojos in the story, there will be dojos controlled by clans, and they must be defended or conquered.

Other aspects include housing in a common neighbourhood for all players, where you can modify your house and visit other players’.

Finally, there are small changes here and there, like modifying the breeding system, reducing the number of types and adding some new ones (like digital or crystal).

N: How do you see indie development in Nintendo Switch? Is it easy to move a game like Temtem from PC to the hybrid console? What technical limitations do you think you will find and to what extent can they suppose a problem for the player?

CG: The development in Nintendo Switch is hard because of the technical limitations of the console when compared with other platforms, but sales for indie games are usually better in the eShop than in the other platforms.

About what we will find, we expect complications and extra optimization work to deliver the best quality possible to the final player.

Thanks to m4kk0 for the heads up!

Bloodstained E3 Demo Available Now for Select Backers, New Trailer Released

CALABASAS, Calif. – June 28, 2018 – Publisher 505 Games and independent developer ArtPlay have announced the release of a new beta demo available to backers of Bloodstained: Ritual of the Night at the $60 USD level and above. Now available as a digital download on Steam for PC, players will be treated to refined content and features, while previewing new enemies and NPCs and taking a deeper look at game narrative and quests. First showcased at 2018 E3 earlier this month, the demo places players on a sailing ship upon stormy seas before progressing through a village and into a dark castle setting, introducing new characters, enemies and bosses along the way. For the first time, players will also be able to experience alchemy and crafting and visit shopkeeper/exorcist Dominique to stock up on various goods to aid them on their journey.

This imaginative, side-scrolling game is the latest opus from the renowned Koji Igarashi, godfather of the “Igavania” genre of gothic, exploration-focused action platformers. Initially revealed on Kickstarter with a goal of $500,00 USD, Bloodstained: Ritual of the Night went on to become one of the most funded games on the platform, with more than $5.5 million pledged by fans eager for its creation. Set in the late 18th century England, an era when people’s lives changed dramatically with the ushering in of the Industrial Revolution, Bloodstained tells the story of Miriam, an orphan scarred by an alchemist’s demonic curse, which is slowly turning her skin to crystal. As the curse matures, Miriam drifts into a mysterious coma and awakens ten years later as a castle appears, and Hell is resurrected. Now, she must travel to the castle to hunt and kill its summoner, Gebel, battling his demons as she searches for a way to stop the curse.

“E3 is one of the biggest game shows in the world, and it was a valuable experience to show off the newest content in Bloodstained and gather feedback from the industry friends and colleagues we invited to play the demo,” said Koji Igarashi, creator of Bloodstained: Ritual of the Night. “Now we’re ready to share the newest content and features with our great community of backers so we can source their input as well, which is immensely helpful to us as we continue on our journey toward launch.”

Bloodstained: Ritual of the Night is in development for PlayStation 4, PS Vita, Nintendo Switch, Steam and Xbox One under the lead of Koji Igarashi (Castlevania: Symphony of the Night) with musical composition by Michiru Yamane (Castlevania: Symphony of the Night, Super Smash Bros.) and Ippo Yamada (Resident Evil, Mega Man). To access the beta demo, qualified backers must simply redeem their provided download code via Steam.

Kickstarter - Sinden Lightgun lets you play classic lightgun games on LCD TVs

Currently the only way to play is either to keep a giant CRT television hanging around or use a Wii remote style technology with additional hardware placed around the television (such as a Wii sensor bar). Unfortunately that still doesn't provide line of sight shooting unless you calibrate. However every time you move to a different position or angle you need to re-calibrate. These problems are why we don't see Lightgun games anymore on the major consoles. This is why I developed the Sinden Lightgun. It interacts directly with the television and doesn't require additional hardware around the television or any calibration.

Kickstarter here

Kickstarter - GENKI: Bluetooth Audio for the Switch fundraising already hits 4 times its initial funding goal

Looks like people are SUPER excited for the GENKI Bluetooth Audio for the Switch. The initial funding goal for the project was $30k, and after just a couple days, the Kickstarter has already raked in over $122k! There's no doubt the device is coming to Switch, but I guess it's all about stretch goals now!

Thanks to NintenDaan for the heads up!

The tactical RPG Grimshade collects $100,000 on Kickstarter and reveals details about the battlefield

The Asterion Games and TaleRock studios are happy to announce that they have reached their Kickstarter goal and collected $100,000 (https://www.kickstarter.com/projects/talerock/grimshade . Thank you to everyone who supported us! The game will be available on Steam at the end of the year for 25$.

We also want to tell you about the work on the combat system in Grimshade. We were inspired by classical JRPGs and games like HoMM, Darkest Dungeon, Final Fantasy, etc.

Battles take place on a battlefield, which is split into two parts that are 3x4 cells in size each. Each side belongs to either the player or the opponent, and movement to the other side is restricted.

Battle is turn-based, and each turn is based on the conditional turn-based battle system, or CTB. The position on the CTB scale before the start of battle is determined by the actions of each character. During battle, each character uses skills, which are tied to the speed indicator. Any action—be it moving, waiting, or using a skill—spends a certain amount of speed and moves a unit on the CTB scale by this amount.

The skills of the characters and monsters are determined by which row on the battlefield they are in, and on which row of the opposite battlefield they are acting on. Therefore, skills that move enemies on the battlefield are highly valued. For example, you move an archer to the first row. What will that do? First, he can be attacked by melee units. Second, the archer won’t be able to shoot arrows at point-blank range. Other control skills can take a unit’s ability to move away or change his position on the CTB scale.

Each unit in the game has two indicators: HP and tension. They (or one of them) determine the damage of each skill. With HP, everything is simple—if the indicator falls to zero, the unit dies. Tension knocks out monsters, pushing them back on the CTB scale. It’s a bit more difficult with characters because the mechanics of game characters are attached to tension. For example, Alister should be calm in combat, but high tension prevents him from using skills. Ruby is the opposite, though: the higher her tension, the better she fights. And if Kiba’s tension is above 50, then it changes his set of skills.

After the battle, all of the characters’ tension is reset to the base value and life is fully restored. However, during battle, any hero can get injured. A character is injured when he has very low health reserves or when he receives huge damage. Injuries reduce the basic characteristics of characters, including their damage and combat potential. You can only get rid of injuries in safe zones, but getting to one is not a simple task when you are in the middle of a hostile location.

Moreover, each unit has avoidance tokens in battle. The token completely absorbs one hit and restores over time. Every character has different ways to get and restore tokens, as well as to get the maximum number of them. This encourages you to think of a strategy of getting your opponents’ tokens. For example, use quick and powerful blows to take them away from your opponent, and then deal a powerful blow to finish him off before he has the time to get new tokens.

Project Sense Kickstarter a huge success, hits 600% funding

And that's that. As we crossed the finish line, a stunning final rally saw us reach to just over the 600% funding mark, with a total of 1,083 backers. We must thank each and every one of you for believing in our vision, and for standing beside us as we make it a reality. This is a dream come true, and we're honoured you've all decided to be part of it.

Full update here

IGN Video - 16 Minutes of Bloodstained: Ritual of the Night Gameplay

Watch the opening 16 minutes from the E3 2018 demo build of Koji Igarashi's spiritual successor to Castlevania, Bloodstained: Ritual of the Night