If you wanted to, you can now traverse through all the levels in the game. Including the SUPER DUPER SECRET final level! Now, that being said,
there are a few important notes!
The game is not finished. Clearly. There is missing content, missing enemies, bosses, sounds, cutscenes, etc.
This version is not entirely stable. I am aware of some bugs, and I'm sure there are more that I don't know about. You might be forced to restart a level if an enemy gets stuck for instance.
2-player is still under construction, but you can still drop a second player in when the level starts.
To access the "beta" version (Not the original semi-stable demo) use the password: "alphabetabuild" under the "betas" tab in the game's settings.
This game is in limbo. To be quite frank, it has become very difficult to focus on it without financial support.
For those and some other reasons reasons, we've decided to make the game free. We want people to play it, see what our vision was and appreciate the...uh...charm, of our first game. If you want to support it, support us, or help this game see its true final form, consider donating. We have a Patreon and other games available.
Feel free to leave comments and bug reports in the community. I will get to them as I find time.
Thank you so much to everyone who supported the game in early access. You really helped kick off our career in game development. Seriously can't thank you enough.
Cheers -Lucas
Finishing touches.
Hi everyone!
We're putting the finishing touches on Streets Ablaze and hope to have it out by this Christmas. Thanks so much for your patience and support. Our first game has been a major learning experience and we hope you will like it.
-Lucas
Patch 0.1.2 - QoL Improvement
Hey everybody,
I made a quality of life update to the game. Here are the notes:
•Added a resolution setting menu under "options">"graphics options"
•Added a windowed mode accessible through the resolution selections
•Fixed a few minor bugs
Things we are working on for our upcoming "HazMat" update:
•Additional levels and enemies
•Revamped enemy AI
•Updated animations
•Updated interface and 2P character select
•An additional game mode
•Several gameplay tweaks
•Achievements and unlock framework
We just want to thank everyone for their patience in watching this game come along. It's difficult at times since it's just the two of us, but we're excited to see where this is headed.
Patch 0.1.1 - Graphics options
Hey everybody,
I made small number of improvements that should make the game a little more accessible. Here are the notes:
•Added a graphics settings menu under "options"
•Settings will be saved when confirmed
•Added "Esc" as an additional keyboard pause button
•Lowered jump height in anticipation for upcoming jump attack changes
•Added a tutorial line referencing the special meter
•Fixed a bug allowing you to fall off the level on the elevator stage
Also, we just want to say thanks for trying the game out. It's still very early in its development stage, but we're really learning a lot and hope to continuously improve.
-Lucas
Hi friends!
Just wanted to say thanks for checking out our game!
Here are a few notes about our initial release:
•Jump and grapple attacks are still very preliminary
•Some animations are unfinished
•The transition "cutscenes" and level transitions are still preliminary
•Enemy AI is being worked on, especially bosses
•The train level is cut off short (intentionally)
•We're still tweaking the UI and menus, so that's not final
•Currently, there is no saving, so the unlocks and scoring are placeholders
All of these things are at the top of the list of stuff we are working on at the moment. So we hope to get them in an update a.s.a.p.
That being said, enjoy the game! Let us know if you have any feedback. We'd love to hear what you think.