That's right, SKIPCHASER is leaving Early Access June 4th, after about 16 months and 40+ public builds. The second Release Candidate is currently in public beta and we will spend the upcoming weekend playing and bug fixing for a Monday launch.
The price will remain at $4.99 USD (or local equivalent) and has 10 missions spanning 60+ levels. Our best guess at gameplay is probably 7 to 8 hours before the missions start recycling.
Final Boss Battle Update Coming Soon!
As we progress on various updates this summer, we'd really like to put a bow on Skipchaser in it's current form. So, to that end we're going to implement all the levels we have by fleshing out the town, dropping in the final boss battle and wrapping up the storyline.
So, this should come as good news to everyone who wanted to see Skipchaser completed as a stand-alone twin stick shooter/rogue-lke. We can't put an exact day on it, but things are pretty much content complete outside of a few effects and dialog passes.
Overhauling SKIPCHASER in 2018
Let’s be clear, SKIPCHASER isn’t what anyone would consider a success story. It started as a Ludum Dare game jam entry in April of 2016, went into Steam Early Access March of 2017, and one year later hasn’t really hit its stride as anything more than a colorful but simplistic rogue-like twin-stick shooter.
Despite being featured on Itch.io (thanks BTW) and getting some minor press and streaming play, purchases have been in the low hundreds and our team’s vision to build “Space Diablo” isn’t in the cards--mainly the financial cards.
Don’t get me wrong, our team at Ponywolf clearly isn’t profit focused--a vast majority of our games are free with no ads. We also have released thousands of lines of code to help the gaming community on the whole. Simply put, we build games that we want to play, but at some point a game needs to be sustainable.
Up to now, this statement reads like a studio that’s planning on canceling their flagship title--but this is not the case. During the concepting phase of SKIPCHASER we experimented with many different kinds of game play options, from side scrolling, to click mashing, to what you see today. One of those experiments was a turn-based, drag-to-move control scheme that worked well in both mouse based and touch screen environments.
We lifted some of that code and implemented it in the re-release of 1-800-Monsters mainly the ability to drag the mouse to control where the hero character walks.
That said, I’m happy to announce our intent to overhaul SKIPCHASER into a more unique turn based action game and deliver more content updates in 2018. Those of you who supported us in Early Access, this branch of the game will remain available indefinitely, and you will hopefully get another great experience set in the SKIPCHASER universe.
Michael Wilson,
Founder, Ponywolf
SKIPCHASER in 2018
[I]Editing this post to clear up any confusion.[/I]
We are now in the final throws of a Release Candidate to implement the rest of the levels/bosses and are tightening up the story line to make SKIPCHASER a complete experience after a little over a year in Early Access.
We still want to play with these characters in a turned-based world, but we will leave that for another day--and another post.
Thank you for your support!
Michael Wilson,
Founder, Ponywolf
Let’s be clear, SKIPCHASER isn’t what anyone would consider a success story. It started as a Ludum Dare game jam entry in April of 2016, went into Steam Early Access March of 2017, and one year later hasn’t really hit its stride as anything more than a colorful but simplistic rogue-like twin-stick shooter.
Despite being featured on Itch.io (thanks BTW) and getting some minor press and streaming play, purchases have been in the low hundreds and our team’s vision to build “Space Diablo” isn’t in the cards--mainly the financial cards.
Don’t get me wrong, our team at Ponywolf clearly isn’t profit focused--a vast majority of our games are free with no ads. We also have released thousands of lines of code to help the gaming community on the whole. Simply put, we build games that we want to play, but at some point a game needs to be sustainable.
Up to now, this statement reads like a studio that’s planning on canceling their flagship title--but this is not the case. During the concepting phase of SKIPCHASER we experimented with many different kinds of game play options, from side scrolling, to click mashing, to what you see today. One of those experiments was a turn-based, drag-to-move control scheme that worked well in both mouse based and touch screen environments.
That said, I’m happy to announce our intent to overhaul SKIPCHASER into a more unique turn based action game and deliver more content updates in 2018. Those of you who supported us in Early Access, this branch of the game will remain available indefinitely, and you will hopefully get another great experience set in the SKIPCHASER universe.
Thanks for making this Steam Summer Sale awesome!
We doubled the installed base for SKIPCHASER during this summer sale and are looking forward to keeping the content comming as we eyeball the full game release later this year.
Thanks again!
Summer Sale Time
Hide your wife, hide your kids. It's the Steam Summer sale and now you can pickup SKIPCHASER Early Access for 66% off ($3.39USD).
Enjoy!
SKIPCHASER Early Access Update 5 Live
This update was hard fought, but at last we've pushed almost 3 weeks of updates and changes.
This isn't an exhaustive list, but it's close...
Improved "skip" mechanic
Added signs to hint at the upcoming boss battles
Re-encoded audio to hopefully help with rare audio glitches
Grenade count fix
Swapped first mission for a slightly easier one
Started vending machine work
Enemy lurking/kiting states
Tough enemy chance
Reset data storage
Initial control screen
Enemies Aim
Chance to poison/fire/cool enemies
Started armor crafting
And more, more, more...
Little things....
Sometimes we get excited about the littlest things....
Enemies guns will track the SKIPCHASER giving you a visual cue on whether or not they have a chance to shoot.
Work continues on SKIPCHASER Update #5
We wrapped the Ludum Dare game jam a couple of weeks ago and are back at SKIPCHASER Update #5. Almost half-way to the full release. Act 1 polish and the stat of Act 2 content is on the way, as well as a few new features including the Armor Workbench...
No promises on how much of this will get pulled into the next release, but we're excited to keep the ball rolling. We also getting a decent ammount of feedback on what we can be doing better, so keep the bug/feature reports coming.
If you can't wait for this next release, check out our free jam game Flat Earths for a little multiplayer action...
SKIPCHASER Early Access Update 4 Live
Not much to say. Oh wait, we added a whole new mechanic called "skipping." It's a bullet-time effect that allows you to teleport into a local space nearby the player. You can hold the "skip" as long as you want to plan your next course of action.
Also, as usual we've added more content...
Updated particle systems
Skip transition effect
Auto-frameskipping for slower systems
DOOM-like face damage in HUD
Weapon re-balancing
Ability to stun enemies
...and much, much more
Have fun, and as always feedback in the forums helps us make the game better.