About This GameYou’ve been hired by the Hyperspace Delivery Service to make a delivery to planet Miridian V.Located on the other side of explored space, the trip to Miridian V will be a dangerous yet lucrative journey full of mad robots and unpredictable stellar phenomenon. Can you and your crew survive the trip? Will you die from the dreaded Telunian flu? Hyperspace Delivery Service offers an exciting and strategically challenging journey where you must manage your fuel, oxygen, food, and various other supplies to make your delivery within the target time. Choose what kind of captain you will be. Work the trade routes, learn to use your crews’ unique attributes, mine for fuel, search for abandoned supplies, fight robot space pirates on the ground in retro FPS, experience thrilling space battles from the bridge of your space ship in retro 3D space shooting action. Can you make it to Miridian V? See you on the next delivery! Features:
Credits: Program, Design, Music by Mike Pinto (Zotnip Games) Art: Pablo Messuti Art: Toendra Nulta Art: Cecilia Souza Santos - Cecihoney Additional Art: Desix Studios Join our Discord https://discord.gg/EEaZzR9 **Please note the game is currently in Early Access. The game is fully playable in its current state. Please review the Early Access section above for information on what this entails. b4d347fde0
English
hyperspace delivery service Excellent retro space game in the tradition of Star Trek 25th Anniversary as well as FTL. Great story, management system, random events, and quirky humor make this game a must for space game junkies like me! Bubbles the Cat releases April 12th!:
Difficulty & Being A Kid. Devlog #5 - Why Did You Make a One-Button Platformer? (or: SpecialEffect are the Bestest):
Hi gang! Today I’m going to talk about my motivations for making the game a one-button platformer. I’ve certainly been asked this question a few times and hopefully this devlog will give you a good insight as to why I’ve gone with this control scheme. First things first; this has been the design goal for the game from the very beginning when I was first prototyping it and isn’t something that came about by accident. Although the game changed form somewhat during that prototyping phase, having only a single button input was always a core tenet of the game’s design.
Design Challenge. Post-Launch Update:
Hey folks - it’s coming up to a month after Bubbles launched and I’m really happy with the response the game’s received so far! I’ve taken a break after the game’s launch to recharge and work out what my next steps are (with some work on Bubbles here and there when I get the chance). Here’s a quick update on what’s coming up next for Bubbles!
Cloud Saves. Devlog #2 - Hazard Mechanics:
Happy New Year all! Here’s hoping that 2019 is a great one for you. I’m very excited to be bringing you Bubbles the Cat in a few months time! Continuing a little in theme off the previous blog post, I thought I’d start taking a look at the different hazards Bubbles will encounter and what I hope they will bring to the table in terms of level design. I’m going to split this one into two parts as there's quite a lot to cover!
Bubbles, Meet Hazard. Devlog #8 - Welcome to World X:
Okay, in the last devlog I talked about Boosts and how they could help you get through the game if you were struggling. Here’s the other side of that coin on how the X Levels will absolutely break you.
Unlocking. Devlog #3 - More Hazards!:
Hey there, friends! This devlog continues to look at the game's hazards, explaining what they do and what kind of challenges I'm hoping to set before players with them. You don't need to read the previous part to understand this, but it'll probably help - plus there's more animated GIFs to see!
Spike Walls. Devlog #6 - Super Slick Platforming:
Howdy y’all! This time I’m going to show you the little tweaks I made to the game’s platforming logic to make it feel ‘just right’.
Pre-emptive Inputs
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