The Devil's Eight - Stylish Music Driven Boss Rush
The Devil's Eight - Stylish Music Driven Boss Rush
The Devil's Eight is a fast paced boss rush where you must fight your way through abstract music driven circles of hell.
The Devil's Eight is a fast paced boss rush where you must fight your way through abstract music driven circles of hell. Read more
- Pure Boss Fighting action
- Experience a new audio-visual Hell for every boss with music driven combat
- Mercilessly challenging gameplay
- 2D movement mechanics inspired by Super Smash Bros
- Unlock the backstories of the Overseers, and learn about your colored past
Here's an early demo of the game that should help give people a better idea of what we are trying to accomplish. Currently the game has only been tested with our own rigs.
Suggested specs for best experience:
GeForce GTX 960
Intel Core i7-4770 3.40GHz
8 GB RAM
1920X1080, 60hz moniter
An Xbox controller and Headphones
Remember, this is an early prealpha demo. Currently, Windows only
Expect rough edges like unfinished features, placeholder animations, and bugs. The final game will have additional attacks, improved animations, better sound effects, and more.
The Devil’s Eight was born from a simple visualizer and the desire to make a game. On top of augmenting the audio-visual world in The Devil's Eight, the visualizer now serves as the Overseers' health bar.
Just as is the case with its development, The Devil's Eight is driven by its soundtrack. The music inspires the visuals and design choices for each boss and circle of Hell. The AI for the Overseers is powered by the beat, meaning boss actions sync up with the music. Limbo's fists mirror the baseline and Lust's lasers pulse with the melody in the background.
However, The Devil’s Eight is not a rhythm game. Unlike classic rhythm games, the player’s movements are not bound to the beat. Feeling the music can provide players insight into the boss's next move, but mobility and mayhem are unimpaired by the soundtrack. As such, there is no cookie-cutter method for winning in The Devil's Eight. Players who best the Overseers do so on their own terms.
Since the soundtrack serves as the beating heart of the game, we want the audio experience of The Devil's Eight to leave a lasting impression. To this end, we explore a host of musical genres rather than just sticking to classic video game boss battle music. Playtesters have consistently commented on how refreshing the soundtrack is.
Diverse tracks lead to diverse gameplay through new mechanics and aesthetics. The effects of good music percolate throughout the entire gameplay experience. So far, we have these amazing artists signed on to contribute their unique sounds to The Devil's Eight.
And More to Come
With your backing from Kickstarter, we can bring in even more artists for the remaining boss battles.
Just as with the game's musical choices, each circle of Hell has a unique visual theme. Limbo stands black and white, Lust glows neon, Heresy is washed blood red, and so on. It's important to us that no boss looks or feels the same.
That said, all of the bosses are unified by their comic book style. As a result, the bosses all feel as though they belong in the same game while still being diverse in both sound and sight.
Our design philosophy for the visuals is the same as it is for music. We try to put style into every model, motion, and effect in the game. As a result, we've spent a considerable amount of time crafting custom shader effects in order to perfect the look and feel of The Devil's Eight.
Here is a developer's playthrough of the first boss in The Devil's Eight, Limbo. This is prealpha footage, the final experience will have additional attacks, improved animations, better sound effects, and more.
Here is a developer's play through of the second boss, Lust. This is prealpha footage, the final experience will have additional attacks, a longer playthrough, introduce new player abilities, and more.
In a game as gruelingly difficult as this one, the mechanics have to be fine tuned, precise, responsive, easy to learn, and difficult to master. They have to reward creativity and create opportunities for taking risks. They have to ooze style in every tuck and sway, every shield bash and uppercut.
To do this, the 2D gameplay and platforming in The Devil’s Eight utilizes movement, lag, and stun states from the Super Smash Bros. series. The player can dash, fast fall, short hop, wave dash, use specials, and more. The Devil's Eight takes these beloved mechanics and builds upon them.
The player is bound to a circle around each boss, affording 2D movement mechanics in an otherwise 3D game. This means you gain simplicity and precision in movement controls while still enjoying the spectacle and awareness of three dimensions.
Being bound to the circle also restricts one's ability to run for safety. There is no beginning nor end to the stage, meaning that no matter how you try, you will always be dangerously close to your foe. The player can fight conservatively if they want, but they cannot find reprieve from the onslaught of attacks on the ring. Therefore, the Devil's Eight is all about spacing and surviving until the next attack. Part of spacing is adapting to and traversing the circles of Hell. Each ring reflects the Overseer and provides interesting platforming:
- Limbo has simple platforms
- Lust can flip the ring and has moving platforms
- Each world utilizes platforming in different ways
The game is hard. Descending through Hell, every Overseer will attack the player in new and unexpected ways. They demand different play styles to best and force players to master new skills. For example, if you are a more defensive player, you might do well against Limbo, but have a harder time on Heresy. While fighting the bosses, you must either adapt or die.
Limbo teaches the basics of movement and combat. You must learn to anticipate and expose your opponent's attacks. To overcome his might, the player must use his divine shield to reflect.
Using only projectiles, Lust teaches the player to parse a multitude of attacks all at once. Unlike Limbo, Lust doesn’t have to overextend during any attack. This means you must be constantly wary of new projectiles because safe spots are even harder to come by. Guided with the beat, you can intuit when the attacks will happen and learn to not over commit. These are fundamental skills in fighting games, and are essential if you wish to conquer The Devil’s Eight.
After teaching the basic tools for your success, the bosses begin to become a little more… complicated. Gluttony’s AI doesn’t just react to the music - it can change it. As Gluttony searches through the darkness of the third circle of Hell, the music will be apprehensive, suspenseful, and building up to the moment he finds you. When he does, the soundtrack, reflecting gameplay, will switch from a game of cat and mouse to an all out tribal war beat.
Initially, we are aiming for release on steam and some drm free platform (GOG or humble) for Windows, Mac, and Linux. We are definitely interested in console releases for the game, but can’t confirm anything at this point. Let us know which consoles you’d like to play The Devil’s Eight on!
The Descent - Poster
The Descent - T-Shirt
The Dearly Departed
Your name, or the name of your choice (with developer approval), will be written in blood on the walls of Heresy.
Below are two examples of boss minions in the game. There will be others through out the descent into the inferno. Design a minion and we will work with you to get it into The Devil's Eight.
The Devil's Eight is on Kickstarter for two main reasons:
- We are aiming to release next year, and that requires full time development. Kickstarter money allows us to do this.
- Music costs money. In order to get a more diverse cast of musicians for the official soundtrack, we need money to pay them.
Beyond the bare necessities, Kickstarter provides us the opportunity to show off our work so far and get people excited for the work to come. In the last year, we've fleshed out our concept for this music driven boss battling game and demonstrated its potential. We can't wait to take what we've learned so far and apply it to Greed, Wrath, Violence, and Fraud. Each boss will be bolder, bigger, and better than any before it. We hope you'll join us for the ride.
Lead game designer and artist for The Devil’s Eight. The creative process involved in game design excites and motivates him to create experiences for others to enjoy. He went to UC Santa Cruz and received a bachelors degree in computer science: computer game design.
Head of all things programming on The Devil's Eight, Leland started making games in 2009 when he took a game programming position at Omni-arts. Since then he went to UC Santa Cruz where he was awarded bachelors degree in computer science: computer game design and a masters degree in computer science. He met Ruben while in school and the two of them have been working together ever since.
Risks and challenges
For over a year we have been working on The Devil's Eight in our spare time. Our development approach has always been to build systems first. To this end, we have already done much of the heavy lifting, and the bulk of our work moving forward is content creation. This means modelling the bosses and their worlds, animating them, and implementing their attacks. These as far as game development is concerned are lower risk tasks.
This isn't to say that finishing The Devil's Eight isn't without risks. As a small team we still have many months left of development and life can be unpredictable. But we are driven by our own desire to conquer The Devil's Eight, and we are confident that with your backing we can make it a reality.Learn about accountability on Kickstarter
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