Check Out The Co-op Puzzle Game - Pitfall Planet

So I am *very* late on writing about this game, since I first saw it at the 2015 Level-Up event back in April, where Pitfall Planet won 'Best Overall Game'.  But I didn't want to leave 2015 without giving it some reconnition, since I was reminded by the charming title when I saw it at the Canadian Videogame Award FanFest a few weekends ago.

Pitfall Planet is a coop puzzle game which pits (hah) you and your friend against the dangers on an unknown planet.

In a faraway galaxy, two intrepid astronauts have crash-landed on a mysterious planet, long-abandoned by those who once mined its precious ore. The two friends embark on a mission to scavenge enough ore to fuel their trip home. Beneath the planet's surface, they discover a labyrinth of puzzles and traps. Escaping will require agility and wits, not to mention mastery of their trusty grappling hooks. Scariest of all, the planet may not be as abandoned as they thought. Team up with a friend and use your grappling hooks to toss each other to new heights. Pitfall Planet will put your friendship to the test; will both of you make it out alive?

The announcement trailer for Pitfall Planet. Visit http://www.pitfallplanet.com for more information! Follow us on... Twitter: http://www.twitter.com/PitfallPlanet Facebook: http://www.facebook.com/pages/Pitfall-Planet/1073290146030768

I'm excited to see more of the game in the new year. There doesn't appear to be any release date yet, but make sure to follow them on Twitter, and FaceBook to keep up to date.

Osnap Games Discusses The Lighting And Sound of Quasar

A game I've been meaning to write about for a while, Quasar is a top-down twin stick shooter that will be coming out early next year. Indie developer Osnap Games has been giving some updates that I thought I would share here.

3D Artist John Olabode, discussed the lighting in the game:

We began the lighting process for Quasar with a traditional 3 light setup (key, back and fill) and then additional lights in areas we thought made sense, being careful not to stray away from the look we were trying to achieve, outer space! After tweaking the lights, and using a combination of warm and cool tones, we started to integrate some post-processing in small doses. The post-processing in conjunction with the environment lighting, allowed us to obtain the feel we were striving for.

Additionally, late last month they discuss the music and gave a sample of what to expect. You can listen to the track here:

For a game like Quasar, a constant chaotic experience, I want the player to feel a sense of urgency and action when they’re flying around our universe. I approach the creation process in the simplest way possible. A few chords in succession that are designed to lure the player in and once I’ve found my base, a solid chord progression, I will take my time to find a drum line that both drives the song and pushes that sense of urgency. I treat the drum line with care. I try to keep them fairly simple and not overbearing. After creating the basic building blocks of my track, I will start working with arrangement, flow, and pace. I step back a bit and determine how I want the player to travel through the song itself. Crescendos, decrescendos, counterpoint melodies.. I find the flow and build my melody from there.

We've hit Greenlight (http://greenlight.quasargame.com)! Take a look at this gameplay teaser to get an idea of what Quasar is all about!

Quasar is currently slated for release early next year, and we'll have more on the game as we get closer to that date. Until then, make sure to follow Osnap Games on Twitter.

TorontoGameDevs.com - Our Personal Game of the Year Picks

While the voting for the Game of the Year is going on right now, Bret, Dan and I sat down the other night to discuss our personal Game's of the Year. I've decided to list them here.

We did four categories. Game of the Year non-Toronto games, Most Anticipated Game for 2016 non-Toronto games, Game of the Year Toronto games, Most Anticipated Game for 2016 Toronto games. So drumroll please...

Game of the Year non-Toronto developed:

Dan: Witcher 3 - "I'm going with it cause...I haven't played, and I really really want to"

Bret: Super Mario Maker - "Sticking with Nintendo for life, we're going with Mario maker...I have to go with Mario, that's a game I've been waiting my entire life"

Steve: Fallout 4 - "It was the right game, at the right time."

super-mario-maker-main.jpg

Most Anticipated Game for 2016 non-Toronto developed:

Dan: Uncharted 4 - "I am so so ready for Uncharted 4, the final chapter"

Bret: The Legend of Zelda (Wii U/NX?) - "It's Zelda, wherever it's coming, Wii U, NX don't care...I cannot wait"

Steve: The Legend of Zelda, and NX news

Most Anticipated Game for 2016 - Toronto developed:

Dan: Blossom Tales: The Sleeping King - "It brings me back to my old school Link to the Past days, and I'm really excited for that"

Bret: Below - "I'm really looking forward to that one"

Steve: Fortified - "I actually got to play Fortified...really really fun solid multiplayer shooter"

Game of the Year - Toronto developed:

Dan: Runbow - "Well you know I got to go with my boys, 13AM boys, Runbow...I really enjoyed playing it"

Bret: Lovers in a Dangerous Spacetime - "Based off of purely visuals...I look forward to playing it still"

Steve: the Castle Game - "I can't sing enough praises about this game, I loved it"

Capybara Games' Below Delayed Until Next Year

Capybara Games, the developer behind Super Time Force, and Superbrothers: Sword & Sworcery EP, has delayed Below to 2016.  The adventure game was originally planned for 2015 on Xbox One and PC, but with only a few weeks left in 2015 it seemed doubtful. President of Capybara Games, Nathan Vella spoke to Game Informer about the game:

When asked about Below's status, Capy's Nathan Vella told us: "Below is indeed coming in 2016. Past that I can’t share much, yet. We’ll certainly have a lot more content to show and news to share in the new year."

While certainly disappointing, delays are always bitter sweet.  In the meantime, you can always check out the first 18 minutes of game which we wrote about back in October.

Alientrap Announces Modbox for HTC Vive

Hot off the heels of releasing multiplayer for Apotheon, Toronto developer Alientrap has announced Modbox, a VR game described as "A physics sandbox game where you create environments to play around with, and share with others."

Modbox is a VR physics sandbox game for the HTC Vive, coming early 2016. Twitter: http://www.twitter.com/Alientrap Facebook: https://www.facebook.com/Alientrap Blog: http://www.alientrap.org

Alientrap did a interview with Killscreen about the game as well, which is planned for an early 2016 release.  Make sure to follow the developer on Twitter as well.

The Four Kings Casino and Slots Out Now On PS4 And Steam

Indie developer Digital Leisure has released The Four Kings Casino and Slots for PlayStation 4, and Steam. You can check out the trailer below!

Immerse yourself in a social multiplayer casino experience. Create an avatar, earn rewards, and win big! Play all of your favorite casino games including Poker, Slots, Blackjack, and more! You can enjoy The Four Kings Casino on both Steam (PC & MAC) and PlayStation 4™!

The Four Kings Casino & Slots is a social MMO that allows you to immerse yourself in a simulated casino experience. You will start off by creating a personalized 3D avatar that represents you in the online world. As you play, you will be rewarded with more extravagant and prestigious clothing to further customize your look.

You can pick up the game right now on Steam, and PlayStation 4. PlayStation Plus members also get a starter pack.  Make sure to follow the developer on Twitter for all updates.

What Did TorontoGameDevs.com Patreon's Get In November?

As I've been doing the last few months, I'm going to do a personal plug here. You can check out the posts for September, and October as well.

For 3 dollars you can access to articles at least 24 hours earlier. For starters, I did a preview for Fortified from Clapfoot Games. I really enjoyed it, and you can check out the preview here.  I was also fortunate enough to interview Alex at PixelNAUTS, which you can read here.  There were also a couple of podcast episodes this month that Patreons got early.

On the games front, Patreon's were also well treated.  First up Phantom PI from Rocket 5 Studios was given to all Patreon's. You can buy the game on iOS here.  There was also Super Indie Karts from One Legged Seagull.  Finally, to round off the month, Button Mash Games provided our Patreons with iOS codes for Forbidden Island, which you can also pick up here.

Thanks to all the developers who provided codes, as well as to all of our Patreons! You can get early access, and free games by signing up here.

Free Multiplayer Update to Apotheon

Apotheon, the 2D side scroller from Toronto developer Alientrap, now has a free multiplayer update.  The game, which was nominated 8 times at the Canadian Video Game Awards, sets players in a battle against the Greek Mythological Gods now lets players battle each other in a free update.

Apotheon Arena is the free online-multiplayer complement to the mythic Greek action RPG, Apotheon. Pit your skills with spear and shield against other players in brutal bronze-age combat. Battle across the statuesque arenas of Olympus, depicted with beautiful black-figure pottery artwork.
  • Totally free! No microtransactions or ads! If you already own Apotheon no need to download, you can play online with the regular Apotheon game also
  • Deathmatch, Team Deathmatch, and Team Elimination game modes.
  • Ten arenas to fight across; battle from the Grove of Artemis, to the Palace of Zeus
  • Dozens of melee and ranged weaponry. Slay with spear, sword, arrow and axe.

Play on Steam: http://store.steampowered.com/app/417890 Apotheon with a full single player campaign is 75% this week for it's release: http://store.steampowered.com/app/208750/ Apotheon Arena is the free online-multiplayer complement to the mythic Greek action RPG, Apotheon. Pit your skills with spear and shield against other players in brutal bronze-age combat.

s mentioned above, the update is free for anyone who owns Apotheon on Steam, so head over to their Steam page to download the game, which is actually currently on sale.

Vote For Robo's World: The Zarnok Fortress On Steam Greenlight

The Toronto developed Robo's World: The Zarnok Fortress from Bluish-Green Productions, and Throw Away Games is looking for votes to put the game on Steam.  You can vote for the game on their Steam page here. Make sure to also check out the description and video below!

"Robo’s World: The Zarnok Fortress is an Open World 2D Tactical Action Platformer. Take on the massive, interconnected Zarnok Fortress, and sabotage its crucial systems to halt its advance on your world. Your foe remains ever vigilant, learning from its mistakes and actively repairing sabotaged zones. Play as Robo, who’s about the most nimble machine you’ve ever seen sporting tank treads, and the acting guardian of the planet Saphirium. Master your abilities to take the Fortress offline, dynamically affecting every other zone as you work towards your goal of dealing the finishing blow to cripple the Fortress beyond repair and put an end to the dark reign of the Zarnok."

Vote for us on Steam Greenlight!: http://steamcommunity.com/sharedfiles/filedetails/?id=561953066 Robo's World: The Zarnok Fortress is an Open World 2D Tactical Action Platformer. Take on the massive, interconnected Zarnok Fortress, and sabotage its crucial systems to halt its advance on your world. Your foe remains ever vigilant, learning from its mistakes and actively repairing sabotaged zones.

Make sure to follow the developers on Twitter here and here.  

Progress Update For Halcyon 6: Starbase Commander

Indie developer Massive Damage took to their Kickstarter to give some updates on Halcyon 6: Starbase Commander, as well as providing some new gameplay footage.

First, they do mention there has been a delay:

"I guess what we're saying is: "uh... we're not going to have a public build ready this week." Now, things aren’t bad, by any means! The work is, fingers crossed, pretty much done, and it’s not as though it’s held up much of the design team, but it did hold up some of the implementation of ground combat."

http://playhalcyon6.com Our lead designer and game producer, Peter, dives deeper into the new Halcyon 6 combat mechanics including combos!

They also go into written detail about some of the different ship types, which you can check out here.  Make sure to follow the developer on Twitter

Planet Of The Eyes Releases On Mac

It released for PC back in August, but Toronto developer Cococucumber announced that Planet of the Eyes has been released on Mac.   

Planet of the Eyes is an action-puzzle platformer with a retro sci-fi inspired aesthetic and a mystery-driven storyline. At the outset of the game, the player - an exploration robot - starts his search for the source of a pulsing signal on the planet. Along the way, the robot negotiates multiple dangers, solves environment-based puzzles, and uncovers the truth about the Planet of the Eyes through the audiologs of a surviving crew member. The fate of both these survivors and the planet itself will hang in the balance as the player contemplates a destiny that was meant to be unavoidable.

You can pick up the game right now on Steam.

Exclusive: Interview With PixelNauts' Alex Golebiowski

 Alex Golebiowski, Co-Founder of PixelNauts, was kind enough to take some time to talk to me about his history in the industry, starting PixelNauts with Chris Iacobucci, and what's in store for them.  Check it out below!

TorontoGameDevs.com: Thanks for doing the interview Alex! Can you tell me a bit about yourself? Your background and past work? And maybe a bit of history of PixelNauts?

Alex: Hey, no problem! I graduated from Seneca college in 2004 and got my first games industry job in early 2005 at Silicon Knights. I was a huge fan of Eternal Darkness and had always wanted to work at SK so I was super excited to be hired as an environment artist to work on Too Human right out of school. I worked there for five years on various titles including a contract we did for Vigil on Darksiders (The best experience ever!) and X-Men: Destiny. I left SK in 2010 and started looking for work, my plans were too head over to Ubisoft Toronto like many of my other SK co-workers. Chris Iacobucci left the company around the same time and while we were both updating our portfolios we decided to give this indie thing a go. So in January of 2011 we moved into our offices at the Generator at One and started PixelNAUTS. We were a couple of artists with no programming experience and no money but a huge desire to make our own games. We decided to do what we do best and try to make some money helping others make their games look awesome. Shortly after we started PixelNAUTS we were contracted by Compulsion Games to work on an early prototype of Contrast.

TorontoGameDevs.com: Before Lost Orbit, you helped work with Compulsion Games with Contrast, a PS4 release game. How did that relationship come about and what was that experience like?

Alex: Our relationship with the guys at Compulsion Games started a long time ago. One of the heads at Compulsion Games was the former Director of Seneca's Gaming program when Chris took the course. We were luckily looking for work when they were looking for artists and our partnership was born. At first we helped out with an early prototype but soon were brought on full-time to create all the environment art for Contrast, the game looked amazing and there was no way we wanted to miss out on being a part of it. Compulsion games is located in Montreal so we had to work remotely, when we first started we flew down to meet the team and got to the know the project. The guys really liked the work we had done on the prototype so they let us take the lead of the environment art style and gave us a lot of freedom to create the levels how we saw fit. Over the months we worked with their design team to make our art fit with the shadow puzzles and lighting tech. It was a very intensive period of production for us, it was just Chris and Myself creating the art for an entire game, it was a lot of work but it let us flex our creative and technical muscles. Contrast shipped in November 2013 to mixed reviews from press but overwhelmingly positive response from gamers. We had a great time working with the Compulsion team and will always be honored to be a part of the special project that was Contrast.

TorontoGameDevs: What was the inspiration for Lost Orbit? How come you decided on releasing the game on PS4 and Steam?

Alex: LOST ORBIT started off as an idea for a name slate for PixelNAUTS, we wanted to do a little animation of an astronaut jumping off the text and flying out into space with a jetpack. We thought it would be a fun game to control a little astronaut out in space without a ship, fragile and on the brink of death at all times. The game started off as a simple concept, the player would orbit around planets and use their forces to propel themselves through levels. We made a simple prototype and started getting feedback and we realized people enjoyed flying between planets more than orbiting and carefully planning jumps. In the end people just wanted to go faster and enjoyed splatting on rocks, so we decided to follow the fun and pushed those aspects of the game. LOST ORBIT became more about speed and maneuvering and less about careful timing, we had to abandon much of what we thought the game was and follow what the game was becoming. That has become a big part of how we make games, we start with an idea, develop it and let the game lead us to making it better. Our initial intention for LOST ORBIT was to release it on Mobile platforms and Steam, but as the game became faster and required very tight and responsive controls, we decided to drop mobile and focus on Steam instead. After the release of Contrast on PS4 we saw an opportunity to follow suite with our own games. When we first started PixelNAUTS we never imagined being able to self publish our games on consoles, but with Sony's open acceptance and support of indie games it became a reality. Working on Contrast gave us the experience of working on consoles and the connections to make it happen. We added the PS4 into our production quite late and had to extend our development by many months but it was all worth while. Developing on PS4 was relatively easy and the support we received from Sony was amazing.

TorontoGameDevs.com: Normally I ask what the game development community is like in Toronto, but you guys are located in St Catharines! So...what's it like in St Catharines? Or in Ontario in general?

Alex: The community in Ontario is great, there are so many game developers here and they're all awesome! We have made many local indie dev friends over the years and are always grateful to be in the province. Locally the indie dev industry is growing, after the closure of Silicon Knights, many developers decided to stay in the area and start their own companies. We work out of the Generator at One, a local shared office space for tech companies. At first we were the only game company here but soon after we were joined by Phantom Compass and Creative Bytes. The games industry is growing here and with Niagara College training new developers its sure to become another hub in Ontario's awesome indie dev community!

TorontoGameDevs.com: What's next for PixelNauts games? Do you plan on porting Lost Orbit? Working on something new? What's down the pipeline that you can share?

Alex: There are many things we would love to do with LOST ORBIT, ports, additions and expansions but currently we are focusing on a new project. We just started prototyping our new game but are not quite ready to share what it is yet. All I can say right now is that its a very different game but follows in the steps of LOST ORBIT in being a fast and deadly experience!

TorontoGameDevs.com Anything you'd like to share with our readers? Or final thoughts? Thanks for your time!

Alex: For anyone that's picked up LOST ORBIT I want to say thank you! It's been a lifelong dream of ours to create our own game and seeing people play it, talk about it and share their experiences is the most rewarding thing I have ever felt. As for PixelNAUTS, keep an eye out next year for some exciting announcements!

You can follow Alex on Twitter here, and PixelNauts on Twitter here.  If you haven't done so yet, make sure to pick up Lost Orbit on Steam, or the PlayStation Network.  Let us know in the comments what you thought of Lost Orbit!

Preview: Fortified From Clapfoot Games

Last week, my girlfriend and I got to play Fortified from Clapfoot Games, a third person shooter with tower defence elements.  We managed to play the first five levels of the campaign, and while there were bugs and oddities in the early build, the game is shaping up to be a solid offering from the Toronto developer.

Personally, I've never played a game like this. A mix of fast-paced third person shooting, and strategic tower defence building. The beautiful classic-looking comic book style cinematics introduce you to the 1950's USA where you must defend your rocket ship from waves of aliens.  You choose from four different classes, including the Agent who is sort of your machine gun/assault character, and Rocket Scientist who is your explosives expert.  Once this is done you can pick your loadout of weapons and tools. To start out you only have a few weapons at your disposal, but as levels progress you can upgrade your current weapons or buy new ones.

The first level starts off pretty slow and steady, while the designs of future levels include multiple spawn points, and paths for aliens and multiple rockets to protect, the first level is a small alleyway with a small route to the rocket where you can set up your turrets, mortars, snipers and more.  Your characters control tight, and with the lack of a cover mechanic, it's meant to be a fast-paced shooter which is does really well.  Placing your defensive items is quick and easy, and upgrade points let you customize your play-style.

Co-op was key for us. At first we had evenly spent our upgrade points to both include anti-air and ground attacks, while also splitting the map to have one person cover each side. After some mission failures, we decided to focus our points and spread our attacks evenly through the map which saw greater success. The game does include up to four player online co-op, and while the game doesn't have split-screen, two player online was really silky smooth.

Check out this brand new trailer for Fortified, the team defense shooter set in a retro sci-fi universe. Meet Fortified's four pulp inspired hero classes!

Fortified was a lot of fun and now one of my most anticipated games. It is currently slated for an early 2016 release on Xbox One (which is the build we played), and Steam. You can follow the developer on Twitter, and stay tuned to TorontoGameDevs.com for the latest on Fortified as we get closer to its release.

Happy Halloween! 3 Spooky Toronto Developed Games To Play

Happy Halloween! Do you need to spookify your Saturday? Check out these three Toronto developed games, guaranteed to give you chills*.

Feed Bat Boy from YahManGames

Feed Bat Boy is an infinite runner where you play as a bat feeding on flies. Similar to Flappy Bird, what is scarier than a bat flying into your hair? Nothing. I hate bats. Pick up the game for free on iOS or Android.

Phantom PI Mission Apparition from Rocket 5 Studios

Recently announced for Apple TV, Phantom Pi sets you up as a paranormal investigator investigating a spooky haunted mansion.  You can download the game on iOS.

They Bleed Pixels from Spooky Squid Games

To be fair, as mentioned to me on Twitter, most of Spooky Squid Games can count as spooky. It's in their name! But let's talk about They Bleed Pixels which is a platformer where you play as a girl who is haunted by a 'mysterious book and her violent Lovecraftian nightmares.'  You can get the game on Steam.