Don't loose your chance to save up to 60% on turn-based puzzle snake game for Android device! And this could become a great gift for you or your relatives this spring!
https://www.youtube.com/watch?v=84raLOeQzto
By developing the mobile version of the game we have wanted to provide Android players same experience that PC players already had. The controls are simple: use your fingers or connected gamepad / keyboard / mouse / dpad to your Mobile / Tablet / TV and fun playing the SnakEscape. We've implemented the full google play services support so you will able to earn achievements and social experience points or write records to the google records table!
The game also fully supports the Nvidia Shield Android TV platform.
Officially tested and featured on Shield Games Hub!
This game is also great for the kids. The maze puzzle mechanics are simple yet entertaining enough to keep your kids entertained during long trips, so we recommend our game for that as well. This game is already age-rated to help you decide whether it's suitable for your kid or not.
The Android version already has all the latest updates as the Steam version does!
Google Play: https://play.google.com/store/apps/details?id=com.RockPathCollective.SnakEscape1
Like puzzles or turn-based games? Wanna to play something colorful during the quarantine or spend some hours in relaxation game? We would like to suggest you to try QUBIC: Complete Edition!
The game contains more than 150 puzzle levels and it's more than 2 hours in length. Wanna to train your brain? Play it now on Steam!
[previewyoutube="Pr7_t6Znz2U;full"]
You also can use the Steamworks Game forums to leave the feedback so we will able to reach you and discuss any topics related to the game or it's support.
SnakEscape: Remastered
Hello Dear Friends,
I'm the Vladimir Rozhkov a founder and owner of Rock Path Collective.
Today I'm personally glad to announce that Remastered version of SnakEscape game is out and available to everyone via Steam!
Enjoyed the original game? Wanna to get improved version? Get it now!
I also would like to answer some important questions that I got on support@rockpathcollective.com and personal e-mail address. I will also answer the additional questions in the comment section if it will be needed and / or I will be able to answer them.
Why the game released under the new publisher title?
The game was released under the new publisher title due the issues that happened on October and caused by dubious business decisions. Since October 13th, Rock Path Collective no longer in business with Valve Software.
What does this mean for the costumers?
That also means that we will no make any new releases and decided to sell our business and rights for some titles to the different people that would like to start the Indie Game Dev & Publishing business for a long time.
Unfortunately due the ban of the Rock Path Collective partner on Steamworks we are no longer able to push any updates for our games. If you really enjoyed to play I recommend to wait for Remastered versions of our games that now will published under different publisher that now responsible for games distribution.
What does it mean for unpublished Indie Game titles or your previous titles?
All previously published games will get Remastered game versions and pushed under Hase Games publishment. And all unpublished games will also got their own release chance on Steam Store.
Who are Hase Games?
Hase Games is a company that founded by two german business persons that love play games and always wanted to support Indie Game devs by investing into the small dev teams. They're currently located into St.-Petersburg, Russia that is one of the most popular place for Indie Devs in Russian Federation.
Since Valve had claims only to my person and Rock Path Collective was under mine control only, I hope that in the future the developers will be fine.
I'm really sad with this situation and hope that you've enjoyed our games that I also worked on and helped to release on Steam.
Sincerely,
Vladimir Rozhkov.
WASDead: Complete Edition
Hello Dear Fans,
I'm the Vladimir Rozhkov a founder and owner of Rock Path Collective.
Today I'm personally glad to announce that Complete Edition of WASDead game is out and available to everyone via Steam!
Enjoyed the original game? Wanna to complete your game collection? Do it now!
I also would like to answer some important questions that I got on support@rockpathcollective.com and personal e-mail address. I will also answer the additional questions in the comment section if it will be needed and / or I will be able to answer them.
Why the game released under the new publisher title?
The game was released under the new publisher title due the issues that happened on October and caused by dubious business decisions. Since October 13th, Rock Path Collective no longer in business with Valve Software.
What does this mean for the costumers?
That also means that we will no make any new releases and decided to sell our business and rights for some titles to the different people that would like to start the Indie Game Dev & Publishing business for a long time.
Unfortunately due the ban of the Rock Path Collective partner on Steamworks we are no longer able to push any updates for our games. If you really enjoyed to play I recommend to wait for Remastered versions of our games that now will published under different publisher that now responsible for games distribution.
What does it mean for unpublished Indie Game titles or your previous titles?
All previously published games will get Remastered game versions and pushed under Hase Games publishment. And all unpublished games will also got their own release chance on Steam Store.
Who are Hase Games?
Hase Games is a company that founded by two german business persons that love play games and always wanted to support Indie Game devs by investing into the small dev teams. They're currently located into St.-Petersburg, Russia that is one of the most popular place for Indie Devs in Russian Federation.
Since Valve had claims only to my person and Rock Path Collective was under mine control only, I hope that in the future the developers will be fine.
I'm really sad with this situation and hope that you've enjoyed our games that I also worked on and helped to release on Steam.
Sincerely,
Vladimir Rozhkov.
My Super Defender: Remastered
Hello Dear Fans,
I'm the Vladimir Rozhkov a founder and owner of Rock Path Collective.
Today I'm personally glad to announce that Remastered version of My Super Defender is out and available to everyone via Steam!
Enjoyed the original game? Wanna to play re-polished game version? Try it now!
I also would like to answer some important questions that I got on support@rockpathcollective.com and personal e-mail address. I will also answer the additional questions in the comment section if it will be needed and / or I will be able to answer them.
Why the game released under the new publisher title? The game was released under the new publisher title due the issues that happened on October and caused by dubious business decisions. Since October 13th, Rock Path Collective no longer in business with Valve Software.
What does this mean for the costumers? That also means that we will no make any new releases and decided to sell our business and rights for some titles to the different people that would like to start the Indie Game Dev & Publishing business for a long time.
Unfortunately due the ban of the Rock Path Collective partner on Steamworks we are no longer able to push any updates for our games. If you really enjoyed to play I recommend to wait for Remastered versions of our games that now will published under different publisher that now responsible for games distribution.
What does it mean for unpublished Indie Game titles or your previous titles? All previously published games will get Remastered game versions and pushed under Hase Games publishment. And all unpublished games will also got their own release chance on Steam Store.
Who are Hase Games? Hase Games is a company that founded by two german business persons that love play games and always wanted to support Indie Game devs by investing into the small dev teams. They're currently located into St.-Petersburg, Russia that is one of the most popular place for Indie Devs in Russian Federation.
Since Valve had claims only to my person and Rock Path Collective was under mine control only, I hope that in the future the developers will be fine.
I'm really sad with this situation and hope that you've enjoyed our games that I also worked on and helped to release on Steam.
Sincerely,
Vladimir Rozhkov.
How to play co-op
We've published the guide that will help you to understand how to play together!
We also should note that playing using the XBox 360 controllers still under development but currently available to play with bugs. We're recomend to play the game using the keyboard (the key mapping described in guide below).
https://steamcommunity.com/sharedfiles/filedetails/?id=1595546949
December 17 Update
v 1.0.2 Changelog
Added dynamic torches to helloween level
Improved achievements titles and its descriptions for Russian & English localizations
Increased fireball damage
Added overlay store page opening to the demo
Fixed coop achievement counter bug
My Super Development Story
Hey everyone!
This night was the release of my fourth game – My Super Defender. That’s an arcade game with elements of action and co-op. The player’s goal is not letting the enemies cross the line while playing as Santa Claus (or as Russian Ded Moroz if playing in a co-op game). For this, the Santa has a big weapon arsenal, fireballs and bonuses. “Arkanoid but the other way around” as some players called it, catching objects from Tetris, but better. In the game you’ll find 6 unique and very well thought maps with detail, 12 levels, two types of gameplay and local co-op for two players on one screen, as well as a free demo version on Steam. Below you’ll find the game’s trailer.
https://www.youtube.com/watch?v=KwLF9pEAnuY
However, right now I’d like to talk about something else. I’ll tell you how the development took place, what difficulties we had to meet and how we ended up where we ended up; what changes the game had during the development, as well as answering the questions regarding INDIE development down in the comments.
First of all, I have quite a large but maybe not quite the pristine experience in INDIE development, such as My Super Tower 1-3, Breath of Warfare and a bunch of other unfinished projects.
When I had just begun working as a developer, one of these unfinished projects that had its development ended during the prototype stage was a small arcade game that was inspired by an old game, be it NES or Gameboy where you had objects falling from the top and you were supposed to catch them without losing them. The idea had a simple combat mechanic already done but the project itself in its stage was too unpolished…
https://www.youtube.com/watch?v=sQ5vlPL7tRI
Yup, that’s what it was. You had to move left to right and attack the enemies. Nothing difficult or special, apart from extremely bad polishing. If you look at the date of this video, this was in November 17th, 2016. After the project was abandoned, I started working on other games. Those were Breath Of Warfare (I had been developing it with my other colleague – a programmer, but we didn’t come to an agreement about the project, so it was abandoned and it doesn’t bring me much profit either), My Super Tower 3 (a Tower Defense game that I was trying to make the way I wanted to and so I did – I had enough skill just for this release and I ended up being quite happy with it; it’s still in works, but I mean to continue its development).
But let’s move to the game in topic...
Around one and a half months ago I saw a video that was mentioned above, and just for the memes I decided to make a proposal to an acquaintance (hello there, Lost Story: The Last Days of Earth!) to remake it for Christmas setting.
He agreed, which I totally didn’t expect, so we began working on it.
https://www.youtube.com/watch?v=n2E1JWFulJk
This was the beginning of the development for the new game. Initially it was supposed to be a prototype – the player moves on one line and doesn’t let the enemies pass through.
Later it was obvious that this mode gets boring after the first 15 minutes of playing and we had to come up with something else. After making certain decisions and thinking it all through we added a second mode for the game – a mode where the player has to run around in a specific zone where you can openly fight the enemy.
Later we added different bonuses, various types of enemies (warriors, archers and mages) that had their own abilities and fighting mechanics. The game had started to become something interesting. That’s also when we decided to add a co-op mode. But since we’re INDIE, we didn’t have money for paying for the upkeep of servers, so we decided to do the way it was done on old video game consoles – two players playing on one screen. Thankfully the gameplay allowed it. WASD, arrows and gamepads – use whatever you like.
But there was a small issue. I have quite a bad distaste for 2D graphics and terrible English at the level of “I read but no speak”, so I had to come up with something regarding the menu and UI. That’s when I made the decision to completely remove the menu and interface in its common sense. Not a single line, apart from “Start” and “Exit”. That was a terrible decision which led me to remove many gameplay features. Though, that did also bring some uniqueness to the game. Around that time a talented 3D Artist joined me. The menu was an interactive 3D world with stones in the background having text and icons on them. The level selection was done through a small level hub where you play as the main character. When selecting a level, the MC hit the boulder that had the level on it and the level loaded.
Quite unique, ain’t it? This is what it looks like.
https://www.youtube.com/watch?v=n2E1JWFulJk
Later we made lots of bug fixes, reworked the balance and gameplay. We decided to introduce both of the modes for the game. First, the mode with linear movement with some elements, so it doesn’t get boring for the player. It was the night mode. The day mode had the full-fledged combat system with the zone where the player is able to run around.
Later I had issues with my laptop. My screen stopped working which led me to work on the project at my work during my free time. I also had issues with releasing the game on Steam. 4 times by game build was rejected due to some problems. Each of these problems was solved, except for just one. The only issue remained with controller support. The controllers had a very weird behavior and I have no idea why that was, so we decided to remove the controller support from the Steam store, and so we released the game with a 3 hour delay.
That’s our story for our game, about it moving from a prototype, a game we wanted to make for the memes to a full game which had some serious work on it, where the developers put their heart, time and soul.