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Teleport between two battlefields and fight your way in this comic book style sci-fi adventure!
Teleport between two battlefields and fight your way in this comic book style sci-fi adventure!
1,194 backers pledged €36,996 to help bring this project to life.

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    1. Timothy Schoonhoven on

      (A little late I know). Glad to see DD take some roots from one of my favorite childhood shmup's. There was a lot of stuff I liked about it.

    2. 2Awesome Studio 2-time creator on

      Hi @Timothy, David here. I'm glad to see you mention Tyrian! It is indeed one of my inspirations for Dimension Drive and the concept of the data cubes is indeed something I wanted to bring back from that game. They will add that "extra" to the story but also they will play a major role in gameplay as they will give you another reason to teleport and maneuver to complex locations.

      Regarding the story itself, I'm with you 100% of the way. This will be the story of Jack and that's what we want to do. Seeing you are in NAME IT tier you'll get early access to our builds and we hope you keep providing us good feedback like this while we develop the final game and story :)

    3. Timothy Schoonhoven on

      Data Cubes sound just like those used in Tyrian/Tyrian 2000, where picking up during a game would provide you with a neat quick after finishing the level. They were definitely a neat way of providing unimportant but fun tidbits to the shmup.

      Since story driven gameplay was mentioned here, and I'm rather fond of a game's story aspect, I'll answer Question 6 in regards to it. Obviously I'm expecting the story in itself to be interesting to follow, and certainly the one we experience even if we ignore the data cubes. However, things I'd like to see this story do is: explore not just the origins of the Manticore but Jack herself. Let the story and game play flesh her out as time goes on. Add depth gradually, and even show the emotions running underneath Jack. Why she does what she does, the things she experienced while growing up, etc? How does all of that add up to the person we have no before us, and how she'll react to the things before her.

      Of course exploring depth and translating it to a game isn't easy in a game, certainly in a genre like a shmup. Some simple rules I hope to see followed for the main story arc is: "Show, not tell" and "Less is more." Such rules help to avoid overloading the player's mind, so long as the important parts are played out and the gaps left can effectively filled in by the player. Data cubes are there to give some 'extra' for the player to chew on, if you understand what I mean.

      Just my two cents as a writer/Engineer-in-training.