![Image](https://pbs.twimg.com/media/B-tnnqvWsAAland.jpg)
N.B. We are in the process of completely revamping the graphics, gameplay videos and previous beta still use old art style.
Download the beta
Open beta trailer:
https://www.youtube.com/watch?v=ymlWGQwQDiw
![Image](http://button.indiedb.com/popularity/medium/games/32446.png)
Some screenshots:
![Image](https://pbs.twimg.com/media/B-toVhzXEAAkn45.jpg:large)
![Image](https://pbs.twimg.com/media/B-xuYSJWsAALN6t.jpg:large)
![Image](https://pbs.twimg.com/media/B-wX2LvWoAEoosB.jpg:large)
62 MB, zipped file, no need to install (Unity game)
- This game is being designed for 16:9 resolutions. We recommend 1280x720 for slow computers (720p)
- Controls. The game is prepared to be played with the keyboard and the XBOX 360 controller with no extra configuration:
Keyboard:
* Arrows - Moves The Fliegende around space (Up/Down - Right / Left)
* Z - Shoots The Fliegende's weapons
* X - Jump between dimensions. Use the green dot (hint) in the other dimension to know where you will be jumping
* C - Change your weapon mode (primary / secondary)
XBOX 360 Controller:
* Left stick - Moves The Fliegende around space (Up/Down - Right / Left)
* RT (Rigth Trigger) - Shoots The Fliegende weapons
* A (green) - Jump between dimensions. Use the green dot (hint) in the other dimension to know where you will be jumping
* LB (Left Bumper) - Change your weapon mode (primary / secondary)
Gameplay video:
https://www.youtube.com/watch?v=3OQheduunEo#t=66
FEEDBACK WANTED AND APPRECIATED.
Hi all!
We are an indie studio based in The Netherlands. We intend to bring Dimension Drive to Windos, Mac and Linux.
Dimension Drive is a vertical space shooter with a twist. The current version of the game is in beta, so expect bugs and missing features.
When we started discussing Dimension Drive quite some time ago the main target that we wanted to achieve was to create a vertical shmup that looked and played nice in a widescreen. We didn’t want to resort to TATE, so we started to think about this idea of playing two shmups side by side at the same time. However, something was still missing, something was needed to force the player to play the two sides. That is how the dimension energy concept came to be. The concept is simple:
- The player has an energy bar in each of the sides. It uses this energy for firing.
- Every time that the player fires energy is consumed from the bar of the current side.
- If the energy reaches zero the player will die.
- Killing enemies on one side recharges energy of the other side.
- The player can “jump” from one side to the other.
With this basic concept what we achieve is that effectively the player is compelled to jump frequently and play the “two vertical shmups” that are presented to him at the same time. This also opens the possibility to apply strategies on how to approach a level. For example, when confronted with many powerful enemies on one side the player may decide to flee to the other side or to stay and rack up more points (score system not implemented in this beta) and energy.