Break Limit - Xbox 360 Indie Game (Coming soon!)

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ZombieMonkeyGames
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Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by ZombieMonkeyGames »

Alright, so first off - this is obviously my first post, so hopefully I don't get roasted and eaten for posting here. As soon as I saw the Matt Doucette over here, I knew I was in the right place. For those of you not aware the Xbox Indie community of developers have kicked off an event: The Indie Games Winter Uprising. The Doucette's other game Decimation X3 is another entry into that movement and we're all trying to build steam for it.

The reason I'm posting here is because my game, Break Limit, might be of some interest to some of the regulars here. As an indie developer getting started and word of mouth are quite key in having any real shot at success. Thus I humbly submit news of my game's existence and hope that a few of the regulars here get some enjoyment out of it. Its not specifically a shmup, but due to comments from the Doucettes in the game's infancy it evolved into being half of one. The other half is a sort of score based race. Hard to explain, the trailer does the best job of giving an idea what your looking at.

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Check out the trailer here

Thanks for taking a look if you do, and hopefully I don't leave you disappointed. 8)

If you run a review site or blog (including this site) and would like a review code for the game, I still have some left. Please e-mail me at: xalterax@zombiemonkeygames.com

At current, the game should release around December 1st / 2nd.
Last edited by ZombieMonkeyGames on Tue Nov 30, 2010 2:16 pm, edited 1 time in total.
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by DJ Incompetent »

Yep. I want to play your game.

I hope you guys pull off that Uprising. I like Summer of Arcade dumps
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by Kollision »

If the rest of the game's music is as awesome as in this trailer....
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originalz
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by originalz »

I think someone mentioned in a preview that this game looked pretty good. Better have some damn good screenshots and description, though, since the title and boxart are kind of generic.

Ah well, I usually buy any indie games from devs who advertise here (unless the game sucks), gotta encourage the good fight!
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by chempop »

Looks very fun, keep us updated with news.
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by ZombieMonkeyGames »

Back again, hopefully you all like it (but we'll see, right?) 8)

The game is now in peer review, which it was posted at roughly midnight. If it passes quickly then it will be available December 1st as Midnight (I think). The system is at the whims of whatever internal operations are going on at Microsoft.

Also, while I tried to take "good" screenshots, they don't do the game any justice because of the speed mechanic and all the subtle details.

If nothing else try it. I let you play the first star system unhindered. No nagging to buy it, well aside from Microsoft butting in at the 8 minute mark. :P

When you play it if you have any direct feedback, post it up here - I'll definitely look into it for the January update to the game!

**Edit: Also updated the box art to the final image that went out with the game. Next time I'll plan ahead and hire an artist for something more flashy - well in advance.
Last edited by ZombieMonkeyGames on Tue Nov 30, 2010 2:26 pm, edited 1 time in total.
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by ChurchOfSolipsism »

The music for the trailer was simply awesome, and the game definitely looked interesting. Keep us up to date!
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by ZombieMonkeyGames »

Regarding the comments on the music - its all Hyperduck through the full game, though they are so pricey (but worth it) that I could really only stomach a few tracks worth of expense.

That said, if folks like the game and it sells well, I fully intend to commission them for at least 1 more track for the Triton Omega star system for the January update. =)
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by ZombieMonkeyGames »

Break Limit was approved in peer review last night - giving it a set release date of December 2nd, some time in the early morning hours!

Free to try and only a buck if you like it (80 MSP).

Please post some feedback here once you have your hands on it, anything you like or don't like - can/will be tweaked in the January update that adds the last star system. I love direct feedback so once you've had a go, fire away. :)
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by ZombieMonkeyGames »

Break Limit released on the indie channel this morning - you can download it now via this link. Please post any feedback you have about the game here. All feedback will be considered for the January update, more than happy to listen / adapt. 8)
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by Alfred »

I really like the music. I hope we can get one more new song. The leaderboards are working well. Thank you.
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by ZombieMonkeyGames »

I really want to get a new song for Triton Omega myself, but that will be dependant on how the game does over the next two weeks. If its selling well enough then I'll happily spring for the extra expense. 8)
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by originalz »

Not a bad game, hope it's a success for you.

Here are some suggestions related to interface, not going to comment too much about the gameplay style since I need to play it a bit more.

The tutorial is too wordy with too much of an attempt at questionable humor which makes it difficult to get real information. I did the "full" version and didn't really understand how the game worked since there was too much irrelevant information to pay attention to, took me a few games to fully understand how to properly play it. On my first run of playing it "properly", I ranked into the top 10, which gives me the impression that many other people don't understand how to score well.

It's too difficult to scroll through the high score list, you need some sort of page up/down, since doing it one by one is really annoying and it's too easy to move to a different ranking.

It seems like you get enhancements to your ship as you keep playing through the game, which makes it unfair for ranking purposes.
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by ZombieMonkeyGames »

The tutorial is too wordy with too much of an attempt at questionable humor which makes it difficult to get real information. I did the "full" version and didn't really understand how the game worked since there was too much irrelevant information to pay attention to, took me a few games to fully understand how to properly play it. On my first run of playing it "properly", I ranked into the top 10, which gives me the impression that many other people don't understand how to score well.
So far the general consensus is that most players aren't even viewing the tutorial. This results in a complete misunderstanding of the Break Limit mechanic. I've actually got an update all wrapped up the addresses this among other issues, namely difficulty. I didn't expect anyone from this forum to have any difficulties playing the game, but the average user is having a horrible time surviving, even on novice. The update makes novice much easier, and does a bunch of polish things.
It's too difficult to scroll through the high score list, you need some sort of page up/down, since doing it one by one is really annoying and it's too easy to move to a different ranking.
Done. I'll add trigger scrolling by 10 entries to the update patch tonight. Your not the only one to mention that.
It seems like you get enhancements to your ship as you keep playing through the game, which makes it unfair for ranking purposes.
The enhancements are minor, and were meant to add a mild sense of progression to the game for when you don't quite finish a run. The bonuses top out at +45% starting weapon damage and a mild boost to shields and shield regen. The bonuses really only come into play on Master difficulty. On Novice though, for example the default weapon power will kill most things in one shot anyhow. All of my high scores on the game (Xalterax) were set with a very low rank progression. The bulk of the scores on the table will be reflective of around rank 8-10, after which ranks come pretty slowly.

Ultimately bigger guns don't make up for skills here, but they do help a little - I'll concede that. Despite that fact the game's score tables seem pretty evenly balanced, and should see more activity once Novice allows a softer learning curve for new users so that they keep trying / actually buy the thing.

I myself am planning to go back to RPGs, and let the Doucette's have this arena to themselves. Shooters don't sell all that well on the service, probably because a ton of really bad ones have already marred the reputation.

Thanks though!
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by Alfred »

Shoot 1UP has sold 23,736. How many did you sell?.
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Re: Break Limit - Xbox 360 Indie Game (Coming soon!)

Post by originalz »

ZombieMonkeyGames wrote:So far the general consensus is that most players aren't even viewing the tutorial. This results in a complete misunderstanding of the Break Limit mechanic. I've actually got an update all wrapped up the addresses this among other issues, namely difficulty. I didn't expect anyone from this forum to have any difficulties playing the game, but the average user is having a horrible time surviving, even on novice. The update makes novice much easier, and does a bunch of polish things.
Yeah, I kind of figured out that you should constantly be in break limit, and that you're more or less invincible when doing so. This isn't completely clear at first. The game is much more enjoyable when you figure out how to play it, although finding the best routes and lines for scoring is somewhat confusing since there's so much shit going on, I suppose that it'll just take practice but at the same time I dont really feel much motivation to do so. I'd say that you would be better with the Star Solider-style of finding hidding bonuses and having point items more properly laid out. Right now it just seems like the stages lack any direction, every area looks the same except for chaotic item and layout placement which doesn't really provide any stability to the fast-paced gameplay.

Without the break limit feature being used, the game can be pretty difficult and dull. With an indie game, it's very important not to leave a bad first impression since most people won't bother giving the game a second run (I probably would have stopped playing if it wasn't for this thread).
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