Got a minute? Retweet for Skyfire

SkyFire

Claptrap Overlord
Nov 24, 2007
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Hey Guys.

The game I started a few weeks ago is nearly done, and I need some help. Ouya is giving away a couple dev consoles, and they are going to the ideas that are 1) most loved and 2) likely to be finished.

My game is nearly done so I've got that covered, but I need your help to get some love.

If you could get me a retweet on this https://twitter.com/notskyfire/status/280257679723745280 I'd be crazy thankful.


Below is the text from the original blog post, and a pair of videos of the game.

Spaceley Express has been built on Unity, and will be released for Linux and Windows on December 21st, with Android and iOS following in January.
I’d love to get it on Ouya, and regardless of getting a dev console ti will see an Ouya release. It’s already tapped for controller input (the demos seen below are played with a 360 controller).

What would an Ouya dev kit mean for the game?
If’d mean launch day availability, and addition of splitscreen. Dev on this for splitscreen has already been started, and a dev console would allow proper testing, and hopefully add in up to four player support – depending on what I can get out of the hardware.

Right now the splitscreen is being implemented in a manner similar to that of TrackMania Nations – each player can reset and reload their course as often as possible, and players compete for the best time, least crashes and jumps. This game is most at home with a controller.

The below examples use placeholder audio, final audio has not yet been added)

Level 8 Quick Example
[ame=http://www.youtube.com/watch?v=i-OU27aUPT4]Level 8 - YouTube[/ame]

Training Levels (complete)
[ame=http://www.youtube.com/watch?v=ti5-6VkkF-4]Training Levels - YouTube[/ame]

(I'm not living a link to the blog post here for obvious reasons)
 


Don't have a twitter account as of yet, but I will leave this here for you. :D

tumblr_laumzutLb01qciaxlo1_500.jpg
 
Thanks guys, really appreciate it.

If I do get the dev console, I'll build a special WickedFire inspired level for the Ouya release.
 
You realize that you made a space game that involves jumping and gravity right? I mean the idea of a platform jumping game ins't a bad one, but watching a space ship jump in outerspace is just weird.
 
You realize that you made a space game that involves jumping and gravity right? I mean the idea of a platform jumping game ins't a bad one, but watching a space ship jump in outerspace is just weird.

right, and why is the spaceship not able to just fly over those damn bricks?
it's called surrealism I guess.
most games or digital arts involve surrealism. In my opinion it shows a lack of creativity. To find an interesting scene/concept that is realistic is by far more difficult I guess.. that's why "artists" go and make surreal stuff (check Welcome to The Computer Graphics Society and see what 99,9% of people there are producing..)
 
You realize that you made a space game that involves jumping and gravity right? I mean the idea of a platform jumping game ins't a bad one, but watching a space ship jump in outerspace is just weird.
I spent years playing a game about an Italian plumber who rides a dinosaur down water pipes to rescue a princess from a massive turtle-monster in my youth. I don't think anyone's going to get too hung up on the gravity issue.
 
Retweeted from a 12.3k follower account.

Pro tip: If you want retweets, make the tweet short enough to do so....