Tagged: video game

Coming Soon(?): Bananarchy

If you’ve been following me on Twitter, you might be aware that I’ve spent the last little while working on something that involved wiring bananas into my computer.

I’m now ready to announce that the thing in question was Bananarchy, an arcade shooter controlled entirely with two real bananas (or a regular keyboard or touchscreen, just in case you lack the hardware necessary to generate keystrokes using fresh fruit). You play as Hitcan – Agent 57 – and must use twin banana pistols to shoot down ever increasing swarms of flies that converge upon your precious pink donut.

I came up with this project as a submission for EGX’s Leftfield Collection, as they’re particularly interested in games that use alternative controllers and who doesn’t like bananaguns? If it’s accepted you’ll be able to play it at the ExCeL Center in London from the 17th to 20th of October 2019. If not, I’ll probably still cobble together a version to take to DIY Southampton and whatnot. Continue reading

Spoiler Alert!

Spoiler Alert is now available on Steam: find it here!

Contrary to what that title suggests, this post does not, in fact, contain spoilers. It’s about Spoiler Alert: a game by independent developer, Megafuzz. It’s had the honour of being awarded “Most Promising Game in Development” by Indie Prize Amsterdam 2014, as well as nominated for “Best Desktop Game” and “Most Innovative Game.” Why? Because, to quote the tagline, Spoiler Alert is the very first game you will eveuncomplete!

Backwards

It's also the first game to feature my name in the credits!

It’s also the first game to feature my name in the credits!

“Additional Story Input” actually involved more playtesting than writing, but it was an amazing project to get involved with, and definitely an interesting premise. Playing the game back to front, you have to place coins in the level and jump on crushed enemies to resurrect them. Fallen spikes rise to the ceiling as you approach (backwards, duh), and you must avoid balls of plasma that newly un-exploded baddies in robo-suits are sucking back into their guns. And did I mention that you’re playing a chilli pepper in a crusader helmet? Because that’s kind of important.Mr. Deathbunny

Naturally there are bosses, complete with end-of-battle fighting talk! The final boss, Mr. Deathbunny, is probably my main contribution to the game. At one point he would attack with rainbow beams and love grenades, but now mostly serves to illustrate the backwards game mechanics. Be thankful you don’t actually have to fight him any more: he was a terrifying opponent, as his truly horiffic appearance will probably suggest.

The game as it stands now–due to be released on June 30th–has come a long way, and the removal of the Deathbunny fight is just the beginning (and if you get the desktop version on Steam, you’ll be able to compare it to the original version from Game Jam). Not only is the whole experience significantly more polished, and not only does it include an unlockable speedrun mode (and bonus level), there’s a level editor complete with hilarious item descriptions:

Level EditorPictured above, a level in which Chilli Pepper Knight pursues a morbidly obese undead garden gnome that originally would have rolled around attempting to crush him. If you’re familiar with my short fiction, you may be surprised to learn that this was not, in fact, one of my contributions.

Patronising Completion ScreenThe level editor gives you a huge range of customisation options–from changing the backdrops and music to the little end of level completion message–covering pretty much everything you find in the main game. And as much fun as that main game is, I suspect that the user-generated levels may end up being even better. A lot of what makes Spoiler Alert interesting to play from start to finish…er…finish to start is that it’s exactly like playing a short, Mario-style platformer backwards. That means that, say, you won’t generally pick up two different powerups in one level, but in a one-off, user-generated level free from a wider story, that could be a neat thing to do. Incedentally, the powerups themselves are another neat nod to the backwards nature of the game: you don’t collect them from within the levels, you gain them by resurrecting a version of yourself that died while wielding one. That is to say, if you see a chilli pepper corpse lying on some spikes wearing a dragon helmet, you throw yourself onto it and can then run backwards away from the spikes, unbreathing fire as you go.

Yeah…a lot of this makes more sense if you can actually see it happening, so I’ll just leave this here for you:

But even the trailer doesn’t quite do the whole thing justice. Little things, whether it’s all the rain in the level falling upwards or the way you have to drop onto a bouncy mushroom to get down from spaces you couldn’t have reached by jumping, all add to the feeling that you really are uncompleting the game, and that’s not something I’ve ever seen before. If it’s something you’d like to try, grab the game on Steam on the 30th right freakin’ now, or wait around until the mobile version’s out. Since it’s all played with just one button (okay, sometimes it’s with two), I can see this being quite a good pocket timewaster.

Also, the story’s amazing. I’d tell you about it, but you know…spoilers. 😉