Screenshot Saturday is back to normal now that the holidays are over, but “normal” is a relative term. Each week is an update from hundreds of developers on how their games have progressed, with images and animations (mostly animations) showing off details, mechanics, art treatments, and anything else that might have happened during the course of creation. The Screenshot Saturday hashtag collects it all under one handy banner, but it’s a lot to sort through so this feature pulls about a dozen or so from the pile. There’s plenty worth seeing left behind, of course, so its always worth a browse to see if anything that didn’t make it here catches your fancy. And as per usual, the images have a lot more to show if you give them a click to let them live.
Some more tweaks to Creeponium Mine. A new look at #VR coming later today – and it'll be playable in the next beta build! #screenshotsaturday #indiedev #indiegame #gamedev #gaming #gamedesign pic.twitter.com/WvIo0fcaJl
— MindWalker Games (@MindWalkerGames) January 6, 2018
Sentinels- Tower defense/FPS where you array your forces as the enemy politely streams in on the city roads, then hop into the action to provide personal support for your automated defenses. Next up- VR support.
It doesn't matter how big you are. If a giraffe grapples onto your face, it's freaky as heeeeeck. Follow @SAPgiraffe for more on The Adventure Pals! #screenshotsaturday #indiegame #indiedev pic.twitter.com/DKDZz5sUQ5
— Armor Games (@ArmorGames) January 6, 2018
Adventure Pals- A young boy and his backpack-giraffe set out on a platforming adventure that also involves beating on bear/bull/deer hybrids. Backpack-giraffe has zero patience for hideous monstrosities of nature despite being one itself.
The Signal- One of those “not a lot of information”-type games, but the overall plot is that of humanity reacting to the unknown as it starts receiving messages from the stars. Every bit as importantly it’s got fantastic vector-style art with nice glitching effects, which improve any game they appear in.
— Jollypunch Games (@JollypunchGames) January 6, 2018
FlyPunchBoom- Aerial brawler with weird fighters and massive destruction. The medusa-snake may need to learn some range-based tactics, specifically that a super move is best started close enough to avoid giving its opponent all the time in the world to counter.
— Jenny LeClue (@JennyLeClue) January 6, 2018
Jenny LeClue- GAH! Also, Jenny LeClue is a point & click adventure starring a plucky young sleuth investigating the dark, mysterious side of her town and its history. But mostly GAH!
— DarkStar (@ShiningCrusader) January 6, 2018
Unnamed- Platformer relentlessly designed to look like the best of the old gray/greenscreen gameboy era, or at least the games as we might remember them rather than as they actually were. Even ignoring the complexity of the art, the dust from landing and steam effect coming off the pipe are nothing the durable old handheld had the resolution for. But it feels right, and that’s the important part.
Unnamed- While the visuals get the bulk of the attention, audio doesn’t just magically appear and frequently requires turning several different sources into a single cohesive whole. Nothing like a little arctic blast lasting for what feels like endless weeks to inspire the cold and crunchy sounds of an icy blast.
— Iced Lizard Games (@IcedLizardGames) January 7, 2018
CometStriker- Single-screen arcade shooter. Jetpack around the levels, collect gems, clear out all the enemies, and use the dash to zip through the bullet hell, then fly through the exit to get to the next challenge. It’s practically begging for a coin slot on the front.
— BrainLessLab (@BrainLessLab) January 7, 2018
Little Adventure Hunter- No idea, seeing as there are a total of two tweets on the whole feed, but based on a super-early preview video it seems to be an action-RPG. While these fighters are smaller than a full-size screenshot, so a little of the low-polygon look gets lost, there’s something of a stop-motion animation feel to their movements that makes me want to play a Rankin/Bass fantasy adventure game.
Rival Megagun- Competitive shooter, like a fusion of Cho Ren Sha 68k (the fire pattern of the ship on the left in particular) with Twinkle Star Sprites. Shooting down certain enemies sends them over to bother your opponent, and when you build up the charge meter you can transform into a both to rain bullet death their way.
— KevKev (@Der_Kevin) January 7, 2018
Last Man Sitting- This has been a concept without a game for a while, or at least not one that’s been clearly explained, but now it all makes sense. Or as much as a game about using the recoil of heavy firepower to scoot an rolling chair around an office while using the momentum to send a giant squishy orange ball into an exploding goal could make sense. Videogame logic is, and this can’t be overstated, the best kind of logic.
First art post of the hear 🙂 We started working on a wall jump-like mechanic. I'm thinking I will add a couple of more frames to the wall jump to make it more fluid. Suggestions are welcome 🙂 #screenshotsaturday #GameMaker #indiedev #gamedev pic.twitter.com/p8Wt4h7Sjc
— Abdur Olajuwon (@slickygrease) January 6, 2018
Project Flare- 2D action platformer being developed by a cartoonist, which explains the slick character design and exaggerated but expressive animations. Seeing as the walls are all grey rectangles with the word “wall” scribbled on them, it can’t be understated just how early in development this is, with most of the work currently going towards animating the main character.
— Thomas (@CTNeptune) January 6, 2018
Puppy Chef Academy- Learn to cook in VR, or at least learn the basic techniques. As a cat at an all-dog cooking academy you might have a bit of trouble fitting in, but with practice, attention to detail, and the careful use of VR motion controls you should pick up a bit of skill at putting the dishes together properly. There’s a demo for this one over at the game’s web site.
— Eric Blumrich (@EricBlumrich) January 7, 2018
Peace Island- Open-world… explorer? Maybe there’s a mystery of some sort? Hard to tell right now, but at the moment it’s an island under construction slowly becoming the setting for some type of game. The name is a play on Peaks Island, off the coast of Portland Maine, and your trivia for today is that the last Trauma Center game, Trauma Team, was also set in Portland. Also, while Peaks Island gets the tourists, and has an old fort you can explore that’s great fun to poke around in, the best beach is a short ferry ride away on the ocean-facing side of Long Island.
Calcifer shader! Single noise texture used, everything is procedural including the eyes and mouth. I'll follow up to this thread with a breakdown for this type of procedural fire. #screenshotsaturday #gamedev #UE4 pic.twitter.com/Xlx4yl8dD6
— Klemen (@klemen_lozar) January 6, 2018
Calcifer- Calcifer! From the Miyazaki adaptation of Diana Wynn Jones’ Howl’s Moving Castle! Plus full instructions on how he was built, if you want a nice Unreal Engine tutorial to perk up your day.