Hi everyone! I’ve been working on my project Invisigun Heroes for almost a year, and have just recently submitted it to Indiecade and the PAX Indie Megabooth (fingers crossed). To summarize: it’s a local (+online in the works) multiplayer single-screen battle arena, but everyone’s invisible! You have to keep an eye out for environmental tells such as footsteps in water, etc, to spot your opponents. In addition, whenever you bump into obstacles, fire your weapon, or use a special ability, you momentarily give yourself away. It’s definitely intended to be immediately fun for casual parties, but with enough depth to reward practice, deception, risk, and awareness for more competitive play. Thanks in advance for taking a look!
The game is still in alpha, and the art will be completely overhauled in the next several months. It will remain low-res (I am too fond of pixel art and it suits this bomberman-style throwback), but is being redone to be more clear and simple. I have a contract artist working on some character designs and promotional art (she is amazingly talented), and the music is well underway. I am pleased that online/net play is actually working without too many issues, and am hoping that I’ll have time to implement a single player puzzle-mode that uses these invisible mechanics as you traverse from room to room. I plan to update this (and the official dev log) as the game progresses. Here are some of the features:
- 2-4 players
- Local & online multiplayer
- Many maps spread across distinct planets, each with their own environmental “tells” (footsteps in water and snow, proximity doors, birds scattering, hazards, etc)
- A variety of heroes to choose from
- A variety of special abilities to choose from
- A variety of game modes playable on all maps
- Instant replays that show where players were while invisible
A little background: I previously worked on the PC mech game Hawken for about 3 years, and have been working on this (a passion project) since Adhesive Games closed up shop. It was perfect timing as I made a prototype with the release of Unity’s 2D tool set in v4.6, but I’ve since ported it to Unity 5 and all is going well so far. Here are some relevant links, and thanks again! <3
Steam greenlight: Steam Community :: Error
Dev blog: sombr.com
Twitter: twitter.com/shadiradio