Showing posts with label Screenshot. Show all posts
Showing posts with label Screenshot. Show all posts

Wednesday, 6 March 2013

First week after release and reviews.

It's been a great week.
The game is selling and we are happy!

Here are some of the reviews just in.

Reveiws:

4/5

"Having journeyed through hell several times in my life (once when working for a factory, another time visiting relatives and finally with the ex) this journey through hell turned out to be the most fun by far."
http://gameplayersreview.com/99-levels-to-hell-review/

90/100

"This game is a perfect example of how much fun a game can —and should, be, even when you completely suck at it."
http://www.indiegamemag.com/99-levels-to-hell-review/

80/99

"99 Levels to Hell is a game that revels in its own difficulty. Bearing in mind that I described Demon’s Souls as “not that hard” when I reviewed it, this game is harder. Mostly because there isn’t anything you can stock up on to make the road ahead more bearable. No, until you get more characters (there are three to unlock, of which I acquired none), you’re stuck with The Magician’s shotgun and maybe some bombs."
http://calmdowntom.com/2013/03/99-levels-to-hell-review-pc/

5/5

"If you’re looking for a roguelike with a faster pulse, or a platformer with a new take on things, you’ll find 99 Levels a hell of a lot of fun."
http://www.controlcommandescape.com/games/99-levels-to-hell/ 


7/10

http://www.z-giochi.com/recensioni/recensione-99-levels-to-hell-75661

Other press:


" It’s a somewhat deranged cocktail of all the gameplay mechanics one may expect to see etched onto the standard platforming blueprint in the dishevelled bowels of Game Development HQ, but wait! There’s a roguelike element to proceedings too, whatever that means. And, my, procedurally generated levels! Oh, and you can buy upgrades from a virtual high street of makeshift commercial establishment too. Let’s hear it for capitalism!"
http://indiestatik.com/2013/02/27/a-woman-scorned-hath-no-fury-over-99-levels-to-hell-out-now/

"A new warm front may have arrived in the form of 99 Levels To Hell, a roguelike platformer with “over 25 monsters to discover and battle, as well as over 50 power ups and weapons to get your grubby mitts on."
http://www.rockpapershotgun.com/2013/02/21/the-only-way-is-down-99-levels-to-hell/

"Wenn ihr Heavy Metal und old-school Plattformer mögt und auch vor einer Herausforderung nicht zurückschreckt, solltet ihr auf jeden Fall mal einen Blick riskieren. Fans sogenannter Rouge-Like Spiele, sollten sich das Spiel sowieso nicht entgehen lassen."
http://www.computerspiele.com/2013/02/27/indie-ecke-99-levels-to-hell.html

Remember to buy the soundtrack: http://oldmanmusic.bandcamp.com/

Our good friends at http://www.bitloaders.com/ did a great let's play!



These let's plays are fun as well.

Tuesday, 12 February 2013

Final release date - 26th of February


We are all most there!
We have an official release date, 26th of February the final game will be out on GOG.com, Desura.com and IndieCity.com.



As I write this I'm making the last changes to the game and adding the last pieces of music.

We can't wait to get the final game out there for you to play!!

It's been a crazy ride, and I would like thank everyone who help me get this game done. Thank you, you know who you are ;)

Cheers
Bo



Tuesday, 4 December 2012

Beta 1.2.0 all most ready!!


For this update quite a few things has changed.
The symbols are not over powered any more sorry ;) and the game has gotten a bit harder (don't hate me, please...)

I've added more items to the shop and there is a new character to find.

BTW check out his cool bundle I'm applying for the indie dev grant.
http://bundle-in-a-box.com/




DevLog: Beta 1.2.0

BugFixes:
Final Jump fixes
Jump of edge
Better physics

HeartSymbol not OP any more
Fewer special items spawn
Better options menu
player red when hit

Rest of the story are in game!!

Dungeons
Deminsion
Total Random

Enemies
BomberBee
BomberEye

Bossfights
Planet
who will we fight next?

More items in Shop

New items

2 New symbol
Mushroom
Flip
Less/more Time

New Character!!
The Dragon
25 new levels, 75 in total!

Tuesday, 25 September 2012

The Beta is live!

We are live!
Check out this guy, he will be play-able from next update.



Also here is a really great preview of the Beta. http://www.wraithkal.info/99-levels-to-hell-beta-preview/
Now go kill some monsters.

Thursday, 20 September 2012

Beta Log and Steam Greenlight news


Things are moving fast, the Beta 1.0.0 will be released very soon.

When the Beta is released the discount will drop 50% off to 25% off, so hurry up and get the game cheap.

I just learned that I'll be able to give out Steam keys to everyone who bought the the game via Desura or the Groupees Bundle, still running for 6 days. So please go to Steam Greenlight and upvote the game.

The official Greenlight status:
“100% of the way to making the top 100” 17,064 visits 778 Favorits."



I've also updated the demo to a Beta Demo(Mac and Windows), so go try it before you buy it!

A big thing in the Beta is the added story-line. I've been so lucky to get a lot of help from Graham Cookson & Chris Powell from the Bitloaders podcast. They are writing an awesome story-line for the game and my good mate Simon Poole is doing a great job with the voice-over.

So thanks a ton Graham, Chris and Simon, this really adds a lot to the overall feeling of the game :D

This time we are adding quite a few new tunes to the game as well, Dalle has been hard at work creating some really awesome new tracks and sounds.

Spider Boss ThemeCasino InfernoSecret Room is just a few of the new ones, listen to the full soundtrack here.

If you are updating from a previous version, I recommend going to options and reset the game before starting your adventure, just to make sure you don't get any PlayerPref bugs.

Last you should check out the About section I just changed it to something new and more fitting for the game.

Small teaser for the Beta!



Changelog BETA 1.0.0:

Bugfixes:

General fixes and polish.
GUI Key, key appears in the GUI when you've found it

Slot Machines got sound, and higher chance of getting a WIN

Fixed jumping bug!

Healthbars on all boss'

Lighter dungeons.

Added features:

Overtime Ghost

Traps
Saw trap
Bomb trap

New Dungeons
Into The Machine

Wet Caves


Bossfight Robot
Bossfight Giant Worm

Unlock Playable Characters
Major

10 new levels 50 in total!

Sounds:

Death sounds
Robot
Worm

Music
SpiderTheme
Casino
SecretroomTheme

Storyline for the first 3 dungeons + prolog

I know I didn't get controller support in the first Beta but I promise it's the first thing I do for the next update ;)

Saturday, 1 September 2012

Steam Greenlight - ScreenshotSatuday

I need your help!

I just put the game on Steam Greenlight and I need all the upvotes I can get, you want the game on Steam right?!

Up Vote 99 Levels To Hell on Greenlight Here




Here is a screenshot to get you excited for the BETA!


Friday, 24 August 2012

Next build and podcast

Hi all

I'm back from my break, and scaling down the time I can spend on the game, but that doesn't mean that work isn't getting done.
A lot things have happened since the last blog post.

I will release a new build next week where I will be adding, all kinds of awesome new stuff.

First, a new item type: Symbols.
They will appear in your GUI and recharge by kills!

Second, traps:
All levels after the first 10 levels will have some kinda wicked traps for you to avoid.

Third, The Casino, Inferno:
Gamble away all your hard earned gold, bombs and heart, to get bigger and better weapons and symbols.

Besides that a lot of new special items now will randomly appear in the dungeons.






Yesterday I was lucky to get invited to join the bit loaders podcast.
We talk about the new Update coming up next and about new in games in general.

http://www.bitloaders.com/2012/08/24/the-bit-loaders-show-episode-8/

So get exited for next week!!!

Cheers
Bo

Wednesday, 11 July 2012

Alpha 0.3.0 is LIVE!


This update has been all about making the game more fun.

So some new rules have been added.
First, we now have a Heart-cap, this means that you can only carry 5 hearts at the time, until you level up your Heart-cap.

You can now level up your weapons to level 3, and add boosts such as Range, Damage and Bullet size.

There is a time limit on the levels, that will start hell-mode if you take too long.

I rewritten the jumping so it's easier to control, and some enemies will now charge you.

Most of the graphic bits have been redrawn and lightened to make it easier to see where you are going.
Have fun!!

Desura Digital Distribution








Changelog ALPHA 0.3.0:

Bugfixes:


  • Curser aim improved
  • No more than one pet
  • More control when jumping straight
  • Added features:
  • Shake on hit and explosions
  • Heart container. 5/5
  • One UP extra heart for heart-container 
  • Volume slider
  • New Character animations
  • Rewamped Weapons and power-up system
  • New tutorial
  • Shotgun re-made
  • New GUI
  • BossFight SHAKE DOWN ladders
  • Earth gold blocks!
  • Graphic retouch of all dungeons
  • TimeLimit on Levels
  • New Shooting animations
  • Pickup Weapons On ”S”
  • New gold nugget
  • Some enemies Charge you!
  • New box explosion
  • 15 new levels (40 levels total)

Special Items:

  • RangeUp
  • DamageUp
  • BulletSizeUp

WeaponLevelUp:

  • Bluestaff 1-2-3
  • BubbleGun 1-2-3
  • Cannon 1-2-3
  • CrossBow 1-2-3
  • IceStaff 1-2-3
  • MachineGun 1-2-3
  • RedStaff 1-2-3
  • ShotGun 1-2-3
  • Sniper 1-2-3

Sounds:

  • New Death sounds.
  • New Themes
  • Theme OVERTIME

Tuesday, 3 July 2012

New weapon system and retouch of the dungeon graphics


The weapon system is coming along great, 21 new weapons + upgrades!!

Some bugs that will be fixed in 0.3.0

  • Curser aim improved
  • No more than one pet
  • More control when jumping straight

I also decided to go over all the graphics for dungeons again. here are some examples for you.








So there are much to look forward to in 0.3.0..

On another note ZaxisGames released Harry The Fairy for Android today check it out Harry

Tuesday, 19 June 2012

Box art and ALPHA 0.2.0 released


Alpha build 0.2.0 is released.

Quite a few things have changed. I spend some time
playing around with the lighting, so hopefully you'll have a better
chance of shooting does rats before they kill you.
We also got some awesome new Box art for the game.

I went over all boss-fights again to make them more exciting.



Box art by Didde Gärtner





Changelog ALPHA 0.2.0:
General gameplay tweaks
All BossFights tweaked
Reset Game (in options)
Tutorial Level Changed

Bugfixes:
redbat crash
better lighting (easier to see)
Boxcollision pushing player through walls
Spawn two weapons

Added features:
Damage Text on hit
PickUp Text
Vsync support
Bubble bombs

Special Items:
FlashLight
FireOrb (shooter)

New dungeon "Jail"

New Enemies:
Spider type 1, 2, 3 and 4

New Boss:
SpiderSpitter

Sounds:
New Key sound
New Dungeon track
New Mix of GreenUnderground track
New Gun Sounds

5 New levels

Friday, 1 June 2012

“99 Levels To Hell” Starts Alpha Funding

The game has been in pre-alpha for about a month and we are proud to finally release the Alpha.


The Alpha features:
  • 1 Pet
  • 2 Boss Fights
  • 2 Dungeons
  • 20 Levels
  • 5 Enemies
  • 9 Weapons
  • Gold
  • Bombs
  • Shop
  • Portals
You can support the further development of the game by buying early access.

And will soon be on Desura Alpha funding as well (http://www.desura.com/games/99-levels-to-hell)

Tuesday, 22 May 2012

Happy birthday Pacman!

Pacman is 32 years old today.
So here we go why make a Pacman level.


Wednesday, 16 May 2012

Mac version ready for download

First Mac version is released!
So now there is no excuse not give the game a try.

Go kill some monsters and watch the blood flow!


99 Levels To Hell pre-alpha 0.0.3 (Mac)



In game:

  • 4 enemies
  • 5 weapons
  • 1 pet
  • 1 environment
  • 1 boss
  • gold
  • bombs
  • portals
  • shop


Friday, 11 May 2012

Release of pre-alpha build 0.0.3 Boss Fight!

I've been really busy this week so here is a new build!


99 Levels To Hell pre-alpha 0.0.3

Change-log Pre-Alpha 0.0.3:

Enemies:


  • Fixed "gets stuck"
  • New animations
  • New timed shooting and animations
  • New Sounds

New Lighting (optimized):

Level Spawn:


  • You wouldn't get the same level in the first 10 level
  • Added two more levels
  • Added more special chests and shops (higher chance of getting new weapons and protectors.)

First Pet/Protector:


  • RedOrb, protects you and kills enemies on hit

Art:


  • More art for the first Dungeon "The Castle"
  • Fixed resolution, Barrels, Boxes, Weapons
  • Added shadow, Ladder, Pillars

Weapons:


  • BlueStaff got bouncing bullet

First Boss fight:


  • Knight On Wheels!!

Build:


  • Window mode and more resolutions
  • The game ends at level 10.

Tuesday, 8 May 2012

New Art

I've been working on some new art assets for the first dungeon. The first dungeon is in the main castle so we are still kinda over ground, the castle is buried so there is still ground blocks here and there.









Tuesday, 24 April 2012

Moving on!

We got noticed, by the good guys at Indie Game Magazine.
That's really great and they helped us get our first "real" gameplay video up to 800 views.

So what have I been working on?
Well I really want to get a build ready for IndieCade, so I've put a lot time into planing what needs to go into the demo.

First I'm doing a lot of bug fixing and making sure the menu looks great.

Still work in progress.



















But later this week it's gonna be all about the gameplay!