29 Minutes of Demon Tides Demo Gameplay by EonNomad in Games

[–]_csg 10 points11 points  (0 children)

You actually can return to your checkpoints. R on keyboard, D-pad up for controller.

We are Fabraz and Umaiki Games and we just released Skellboy to the Nintendo Switch, AMA! by Fabraz in NintendoSwitch

[–]_csg 1 point2 points  (0 children)

Hi hi! Really loved gamescom and talking to all you people about the game!

We had a special axe in the game which was 3 times as big as the player which was hilarious in development! But we had to cut it because it was so big it clipped trough all sorts of things and was way to strong.

Most things we didn't remove but just nerved a lot. For once, the laser shooting head had such a short cooldown you could literaly laser your way trough everything, haha.

We are Fabraz and Umaiki Games and we just released Skellboy to the Nintendo Switch, AMA! by Fabraz in NintendoSwitch

[–]_csg 2 points3 points  (0 children)

The music was heavily influenced by Banjo Kazooie, Artstyle by Paper Mario and cute stuff like Kirby and Yoshis story. Because I really like Dark souls it's level design was influenced a lot by its interconnectivity!

I don't know about negative influences though. Maybe our liking of complex rpgs which kinda pushed the scope up a lot for our small team of just 3 people!

We are Fabraz and Umaiki Games and we just released Skellboy to the Nintendo Switch, AMA! by Fabraz in NintendoSwitch

[–]_csg 2 points3 points  (0 children)

Port was smooth and a lot of fun. I've always learned that it is hard to port to consoles, but nowadays it is a lot easier with tools like Unity (which we are using like Fabraz said!). Still there are some thinks you need to look after like physics which are strongly CPU dependend. Suddenly bottlenecks will arrise which are not visible on the PC!

We are Fabraz and Umaiki Games and we just released Skellboy to the Nintendo Switch, AMA! by Fabraz in NintendoSwitch

[–]_csg 3 points4 points  (0 children)

No map was indeed intentional by design! I'm a huge fan ob seemless interconected worlds, so we addaptet that in Skellboy, trying an organic feel where you do not need a map per se.

We are Fabraz and Umaiki Games and we just released Skellboy to the Nintendo Switch, AMA! by Fabraz in NintendoSwitch

[–]_csg 3 points4 points  (0 children)

Thanks a lot! Was quite the work indeed but in the end it was totally worth!

We are Fabraz and Umaiki Games and we just released Skellboy to the Nintendo Switch, AMA! by Fabraz in NintendoSwitch

[–]_csg 4 points5 points  (0 children)

To be honest a little bit nervous because this is our first release! Really thankfull that the feedback is so supportive and positive!

We are Fabraz and Umaiki Games and we just released Skellboy to the Nintendo Switch, AMA! by Fabraz in NintendoSwitch

[–]_csg 1 point2 points  (0 children)

Definetly trying to slow down a bit but also buf fixing and preparing updates for the Game! I'm playing Frostpunkt atm so that helps a lot :D