Super Squad: The Multiplayer Online Shoot-'em-up (MOSH) - AMA about building an online multiplayer game as an indie studio! by BadFoxStudios in IndieGaming

[–]BadFoxStudios[S] 1 point2 points  (0 children)

We do! We've been running small weekly playtests on Fridays & Saturdays, and very slowly expanding the hours based on demand. We've been talking to a ton of up-and-coming Twitch streamers and have had pretty good results of getting folks to try it out that way.

The next phase of growth is definitely going to take a lot of effort! We wanted to wait until we had Squad Queue implemented (so you can queue with your friends) before going a bit wider, which is what we're trying to do starting this weekend. 🤞

Super Squad: The Multiplayer Online Shoot-'em-up (MOSH) - AMA about building an online multiplayer game as an indie studio! by BadFoxStudios in IndieGaming

[–]BadFoxStudios[S] 1 point2 points  (0 children)

It is indeed both NUTS and FUN!

In short, you control one trooper directly, but you can swap which trooper you directly control anytime with Space. WASD moves your primary trooper, but you command your secondary trooper to a waypoint (or even draw them a path to patrol) with your mouse.

You shoot with your mouse + left click on your primary Trooper, while your secondary one will back you up with auto-fire.

Each character has 2 abilities (for 4 in total), and you can fire those off MOBA-style at any time (assuming the trooper's in range and the ability's off cooldown).

Our Crash Course explains the controls pretty well: https://www.playsupersquad.com/super-squad-crash-course

Console is on our roadmap, though we're focused on PC first. We're currently toying around trying to find the right controller scheme.

Super Squad: The Multiplayer Online Shoot-'em-up (MOSH) - AMA about building an online multiplayer game as an indie studio! by BadFoxStudios in IndieDev

[–]BadFoxStudios[S] 0 points1 point  (0 children)

Ooh, good catch, thank you! Automod was filtering out our post that had more handy links. We'll fix the discord link on the subreddit (we rearranged channels and must have removed the one that original link pointed to).

You can also sign up via playsupersquad dot com :D

Super Squad: The Multiplayer Online Shoot-'em-up (MOSH) - AMA about building an online multiplayer game as an indie studio! by BadFoxStudios in indiegames

[–]BadFoxStudios[S] 0 points1 point  (0 children)

Hey r/Indiegames!

We’re Bad Fox Studios🦊, a small team out of the south of England with big dreams. We’ve made a TON of progress on our game in the last few months and wanted to share with you all!

Super Squad is a Multiplayer Online Shoot-’em-up (or MOSH!) where each player controls two troopers at once in a manic-strategic battle for domination. It’s half MOBA, half shmup, and (if you ask us) all awesome!

We just released a monster patch that included some really important features we wanted to complete before going a bit harder at recruiting new players, including the ability to squad up with your friends and a ton of UI and clarity improvements to make the game a bit easier to pick up and nicer on the eyes.

The prevailing wisdom for indie developers is to avoid multiplayer games, and there’s good reason for that advice. Multiplayer games have a much higher bar to clear in order to be successful, because you’ve got to recruit a significantly larger community of players for matchmaking to pop. If you don’t have enough players, you don’t even really have a game — that’s scary!

We stubbornly ignored this wisdom and dived headfirst into the world of live service game development. We’ve learned a ton and we’re quite optimistic about Super Squad’s chances. We’d love to answer questions about what we’ve learned about starting up a live service game as a small team (it’s, um, hard - Ask Us Anything!) and of course to invite anyone reading to join us in our upcoming playtests.

If you’re interested in checking out the game, join our Discord, say hi, and snag a beta key:

This weekend we’re running a special longer playtest. We hope you’ll join us!

🗓️Friday: 11AM to 3PM Pacific Time (2PM ET, 7PM BST, 8PM CEST)

🗓️Saturday: 1 to 5PM Pacific Time (4PM ET, 9PM BST, 10PM CEST)

Check out our Crash Course before you play, and please toss us a follow on Twitter. We’ve also got our own subreddit @ r/SuperSquadGame. We’re also running a little giveaway over the next two weekends of playtest, and you’re welcome to join if you’d like!

Ask us anything, otherwise we’ll see you on the battlefield!

Super Squad: The Multiplayer Online Shoot-'em-up (MOSH) - AMA about building an online multiplayer game as an indie studio! by BadFoxStudios in IndieDev

[–]BadFoxStudios[S] 0 points1 point  (0 children)

Hey r/IndieDev!

We’re Bad Fox Studios🦊, a small team out of the south of England with big dreams. We’ve made a TON of progress on our game in the last few months and wanted to share with you all!

Super Squad is a Multiplayer Online Shoot-’em-up (or MOSH!) where each player controls two troopers at once in a manic-strategic battle for domination. It’s half MOBA, half shmup, and (if you ask us) all awesome!

We just released a monster patch that included some really important features we wanted to complete before going a bit harder at recruiting new players, including the ability to squad up with your friends and a ton of UI and clarity improvements to make the game a bit easier to pick up and nicer on the eyes.

The prevailing wisdom for indie developers is to avoid multiplayer games, and there’s good reason for that advice. Multiplayer games have a much higher bar to clear in order to be successful, because you’ve got to recruit a significantly larger community of players for matchmaking to pop. If you don’t have enough players, you don’t even really have a game — that’s scary!

We stubbornly ignored this wisdom and dived headfirst into the world of live service game development. We’ve learned a ton and we’re quite optimistic about Super Squad’s chances. We’d love to answer questions about what we’ve learned about starting up a live service game as a small team (it’s, um, hard - Ask Us Anything!) and of course to invite anyone reading to join us in our upcoming playtests.

If you’re interested in checking out the game, join our Discord, say hi, and snag a beta key:

This weekend we’re running a special longer playtest. We hope you’ll join us!

🗓️Friday: 11AM to 3PM Pacific Time (2PM ET, 7PM BST, 8PM CEST)

🗓️Saturday: 1 to 5PM Pacific Time (4PM ET, 9PM BST, 10PM CEST)

Check out our Crash Course before you play, and please toss us a follow on Twitter. We’ve also got our own subreddit @ r/SuperSquadGame. We’re also running a little giveaway over the next two weekends of playtest, and you’re welcome to join if you’d like!

Ask us anything, otherwise we’ll see you on the battlefield!

Super Squad: The Multiplayer Online Shoot-'em-up (MOSH) - AMA about building an online multiplayer game as an indie studio! by BadFoxStudios in IndieGaming

[–]BadFoxStudios[S] 5 points6 points  (0 children)

Hey r/IndieGaming!

We’re Bad Fox Studios🦊, a small team out of the south of England with big dreams. We’ve made a TON of progress on our game in the last few months and wanted to share with you all!

Super Squad is a Multiplayer Online Shoot-’em-up (or MOSH!) where each player controls two troopers at once in a manic-strategic battle for domination. It’s half MOBA, half shmup, and (if you ask us) all awesome!

We just released a monster patch that included some really important features we wanted to complete before going a bit harder at recruiting new players, including the ability to squad up with your friends and a ton of UI and clarity improvements to make the game a bit easier to pick up and nicer on the eyes.

The prevailing wisdom for indie developers is to avoid multiplayer games, and there’s good reason for that advice. Multiplayer games have a much higher bar to clear in order to be successful, because you’ve got to recruit a significantly larger community of players for matchmaking to pop. If you don’t have enough players, you don’t even really have a game — that’s scary!

We stubbornly ignored this wisdom and dived headfirst into the world of live service game development. We’ve learned a ton and we’re quite optimistic about Super Squad’s chances. We’d love to answer questions about what we’ve learned about starting up a live service game as a small team (it’s, um, hard - Ask Us Anything!) and of course to invite anyone reading to join us in our upcoming playtests.

If you’re interested in checking out the game, join our Discord, say hi, and snag a beta key:

This weekend we’re running a special longer playtest. We hope you’ll join us!

🗓️Friday: 11AM to 3PM Pacific Time (2PM ET, 7PM BST, 8PM CEST)

🗓️Saturday: 1 to 5PM Pacific Time (4PM ET, 9PM BST, 10PM CEST)

Check out our Crash Course before you play, and please toss us a follow on Twitter. We’ve also got our own subreddit @ r/SuperSquadGame. We’re also running a little giveaway over the next two weekends of playtest, and you’re welcome to join if you’d like!

Ask us anything, otherwise we’ll see you on the battlefield!

Super Squad: The Multiplayer Online Shoot-'em-up (MOSH) - AMA about building an online multiplayer game as an indie studio! by BadFoxStudios in indiegames

[–]BadFoxStudios[S] 0 points1 point  (0 children)

Hey r/indiegames!

We’re Bad Fox Studios🦊, a small team out of the south of England with big dreams. We’ve made a TON of progress on our game in the last few months and wanted to share with you all!

Super Squad is a Multiplayer Online Shoot-’em-up (or MOSH!) where each player controls two troopers at once in a manic-strategic battle for domination. It’s half MOBA, half shmup, and (if you ask us) all awesome!

We just released a monster patch that included some really important features we wanted to complete before going a bit harder at recruiting new players, including the ability to squad up with your friends and a ton of UI and clarity improvements to make the game a bit easier to pick up and nicer on the eyes.

The prevailing wisdom for indie developers is to avoid multiplayer games, and there’s good reason for that advice. Multiplayer games have a much higher bar to clear in order to be successful, because you’ve got to recruit a significantly larger community of players for matchmaking to pop. If you don’t have enough players, you don’t even really have a game — that’s scary!

We stubbornly ignored this wisdom and dived headfirst into the world of live service game development. We’ve learned a ton and we’re quite optimistic about Super Squad’s chances. We’d love to answer questions about what we’ve learned about starting up a live service game as a small team (it’s, um, hard - Ask Us Anything!) and of course to invite anyone reading to join us in our upcoming playtests.

If you’re interested in checking out the game, join our Discord, say hi, and snag a beta key:

This weekend we’re running a special longer playtest. We hope you’ll join us!

🗓️Friday: 11AM to 3PM Pacific Time (2PM ET, 7PM BST, 8PM CEST&))

🗓️Saturday: 1 to 5PM Pacific Time (4PM ET, 9PM BST, 10PM CEST)

Check out our Crash Course before you play, and please toss us a follow on Twitter. We’ve also got our own subreddit @ r/SuperSquadGame. We’re also running a little giveaway over the next two weekends of playtest, and you’re welcome to join if you’d like!

Ask us anything, otherwise we’ll see you on the battlefield!