Beam Down Drone Presskit
Description
Beam Down Drone is a Action Combat Platformer which pits a drone against hordes of monsters and bosses on an alien planet - mere pebbles in its ceaseless, instinctual drive to recover it's crashed mothership. With a bolstering arsenal of weapons, powers, and abilities to decimate the blotches in it's path, only time will tell when the drone is reunited with it's home…
If it dares face the horrors ahead.
If it dares face the horrors ahead.
Trailer
Additional Information
Release Date: July 24th, 2016
Platforms: Itch.io (Windows)
Estimated Cost: $1.99 USD
Pages: Twitter IndieDB GMC Itch.io
Lead Developer: Shadow Overseer
Other Contributors: DESIX Studios, Silvio Mayolo, Dainis Jegorovs, OTheB, FalkLore
Future Support: Small Patches
Target Audience: 10-50 yrs.
Official Email: beam[email protected]m
Platforms: Itch.io (Windows)
Estimated Cost: $1.99 USD
Pages: Twitter IndieDB GMC Itch.io
Lead Developer: Shadow Overseer
Other Contributors: DESIX Studios, Silvio Mayolo, Dainis Jegorovs, OTheB, FalkLore
Future Support: Small Patches
Target Audience: 10-50 yrs.
Official Email: beam[email protected]m
Core Features
-Beautiful Pixel Art and luscious parallax-scrolling Scenery
-Wonderfully sarcastic talking trash can, narrated by by Silvio Mayolo
-Over 25+ combinations of Guns, Abilities, and Powers to fight with!
-Four Terrifying Boss fights with unique Patterns and Attacks
-Intense Combat scenarios and arenas
-And more!
-Wonderfully sarcastic talking trash can, narrated by by Silvio Mayolo
-Over 25+ combinations of Guns, Abilities, and Powers to fight with!
-Four Terrifying Boss fights with unique Patterns and Attacks
-Intense Combat scenarios and arenas
-And more!
About Us
We (I) am a developer, manager and marketer located in East Coast US, with a passion for the design and development of video games. I had been interested in pencil-and-paper games since I was a child, so as a teenager I decided to learn a bit of Game Maker DnD, web programming, basic C++, and Java. This led to many years of making crappy prototypes and half baked projects, which were admittedly useful - to determine how not to make games. After many years of making things that flopped, I determined to get everything together and actually finish a game. In early 2015, I started work on the Unlocked Engine, a 3D Online/LAN Multiplayer framework for use in GM:S, and that summer it was finished. While there were some rough edges, it was the first product to ship with some semblance of usefulness. A few weeks later, I began on my first commercial project for an artist friend of mine; ironically, he soon abandoned it, and I took over. At the time, it was called Shotgun Fantasy. The game went through at least 6 different cycles where it looked completely different every time - 4 of those iterations had lighting. Looking back makes me want to vomit. About halfway through production, I decided to rename it to Beam Down Drone, which is what it is known as today. Many mistakes, way too many GDC talks, learned lessons, and a two artists later, I feel like I have learned triplefold what I have in the past few years;