Nelo is a hyper fast, sci-fi action game that has its own twists on the twitchy shoot em up game genres. Nelo is designed for gamers who want their reflexes to be put to the test using new mechanics for shooters and is also for gamers who want to immerse themselves in an out of this world sci-fi epic. Nelo hybrids gameplay of twinstick shooters with modern action games, as well as offer many other unique mechanics and gameplay scenarios. It takes inspiration from retro-like shooters such as Geometry Wars and Robotron 2084 and turns it into an intense, 3 dimensional action-adventure experience with a gritty, sci-fi art direction.
Nelo is also available on Steam Greenlight, Feel free to vote for us aswell!
We are also giving you a small Playable Pre-Alpha Demo!
Feel free to check it out and get your feet wet in Nelo's core combat using the included Endurance Mode. Please note that this demo is a work in progress and is not a represent the quality of the final product. Many bugs are to be expected in this demo but be sure to report issues on our forums. http://www.nelogame.com/forums/
The story is about an Alien Character named Nelo Aukal. His people, the Tono Gians are at war with their Ai creations called the Nightsithe. When their planet, Tono Gia, was suffering from overpopulation, the Nightsithe were created to search through deep space to find and harvest resourceful planets. The Nightsithe mistake the Tono Gians' home planet as a target for harvesting, and has forced the people to escape the planet and find a new home on their own. Your character, Nelo, was awaken from cryo-sleep only to discover that he is the only survivor of a ship that crash landed on another alien planet that was once ruled by another advanced civilization called the Plemnibon. Unfortunately, the planet Plemniba is now a hostile home world to the Nightsithe. Nelo must find his way to escape the planet and rendezvous with the rest of his people.
The story also features a deuteragonist. Nelo's younger brother Jaymar Aukal is very high ranking fleet commander of the Tono Gian resistance. While Nelo is marooned on Plemniba and considered missing in action to the rest of his people, Jaymar goes on a quest to avenge his missing brother by searching through space to find and destroy what is believed to be the central control unit for the Nightsithe. The Tono Gian council sees his ambition as suicidal and irrational, and dismissed Jaymar to go rouge. All while Nelo is marooned, Jaymar travels to many different locations in space including moons, planets, and asteroid fields to avenge Nelo.
Nelo and Jaymar, are Elite Zenith class warriors for the Tono Gian resistance, who are equipped with the Quasar suit, A power suit that grants them super speed, agility, and advanced mobility like power gliding, wall jumping, air dashing, and meteor attacks. But more notable, Nelo and Jaymar's suits are wirelessly connected to the Hands of Aphelion, an array of four floating mechanical hands that allow them to wield up to four conventional weapons all at once. You can enter battle simultaneously firing four assault rifles or how about a Submachine gun, a shotgun, a laser beam, and a rocket launcher. The Hands of Aphelion allow the player to mix and match the four weapons they want to use for their own recipe of carnage. Because the hands aren't physically connected to your character's body, this allows them to aim independently from the direction your character is facing. The Hands of Aphelion can also grab and throw physics object and even enemies which can be used like improvised grenades. The hands can also be used as deadly, ranged melee weapons.
But one of the more critical mechanics is the ability to seamlessly switch between a third person action mode and a top down twinstick shooter mode in the push and release of a button. This shooting system is more important to the combat than sounds as a concept. The twinstick shooter mode is very beneficial for fast, close quarter combat because it gives you a better view of your surroundings. But the third person mode offers better range and verticality. We mapped this ability to the right mouse button and the left trigger on the gamepad because we use it as much as other shooters use aim down sights.
When you kill enemies quickly, your multiplier will increase, when you get a multiplier to certain numbers like 10, 20, 40, 80, ect. You can set off an EMP Bomb to eliminate all the enemies within the blast radius as well as replenish your health. When you don't have a bomb ready you can instead activate a shield that can protect you from practically anything for one second, and has a five second recharge time. This shield acts like a wild card for the player to escape the impossible situations.
The use of your character’s abilities has to be managed properly to get the highest possible multiplier. If you only just shoot your weapons, you will eventually have to reload them which can cause your multiplier to expire. But constant mashing on the melee button or overuse of throwing enemies will drain your stamina bar, and will make you attacks even slower increasing the risk of losing your multiplier. The more mindful the player is at managing their abilities, the more successful they will be at racking up combos.
Nelo's gameplay goes beyond just combat. We are incorporating exploration and platforming elements in to the game as well. You can use your advanced mobility to traverse large structures and explore the alien worlds and even stealth around Nightsithe patrol ships. You will also battle snipers at long range using the highly accurate Railgun, and use your Hands of Aphelion to solve physics based puzzles. There will even be moments where you can control special vehicles like manual gun turrets, a powered Mech Suit with four arms wielding up to four different cannons, and even fly a space craft for orbital dogfights.
We want Nelo to be more than a single player experience. We are also working on a mode for Nelo that is an Endurance game and can be played solo or cooperatively. You gain score by fighting endless waves of increasingly difficult enemies as well as hold down territories until you and your team runs out of lives and a score will be collected. We want to include this mode for people who want to jump straight into action without any care of a story, just intense, raw, Nightsithe smashing fun.
Along with the help of independent contractors for the game’s audio, Nelo is right now being developed by a core team of only two people. Magic & Mirrors is founded by Kevin Bryant, and Michelle Morger. We are working on this project as independent game developers because we believe in creative freedom.
As experienced game developers (We worked together in the past as 3D artists on titles such as Primal Carnage, and Primal Carnage Genesis), we have the skills and will power to bring our own visions to life, but can only do that if we are independent artists. Our skills range in most of the major disciplines of game development from 3d art, to animation, to level design, and to programming. But most importantly, we are gamers and we are fueled by the passion of making fun and exciting games.
We are Developing Nelo using Epic Games Unreal engine 4. We have used the unreal engine in many previous production titles, so we are more familiar with the Unreal tech than any other brand of game engine. We were originally building Nelo using the Unreal Engine 3 Development kit, but we have switched to Unreal Engine 4 in March of 2014. While we are a huge fan of Unreal Engine 3 because of its power and flexibility, Unreal Engine 4 gives us even more intuitive power at our finger tips and brings us much, much closer to what we've envisioned.
Nelo was one of the fortunate game projects to be showcased at Epic Games' Unreal Engine Booth at the 2015 Game Developers Conference. This opportunity gave Nelo and magic & mirrors so much exposure to the video game industry and it allowed us to obtain lots of feedback from the many consumers and professionals attending the show. We were even fortunate enough to receive a development grant from Epic Games to help push our project further and so far it has worked very well for us.
Right now, we are only focused on finishing the game and releasing it on PC. We really do want to see Nelo running on PS4 and XBox One. While Nelo is fully playable with mouse and keyboard, We personally recommend the Gamepad for this game because the game demands skill from your character's movement more than aiming, and the joystick is great for precise directional movement. Having Nelo available on a platform where the Gamepad is the default input device sounds very ideal, but development on Consoles is not our priority. We want this game to be finished on PC before we make ports.
We do have a very solid grasp on the scope of this project. The unreal dev grant gave us a great pushing start, but we need your help to get this project finished. We have come here to Kickstarter so we can stay as an independent company as well as get feedback from you, the gamers to better make Nelo as great as it can possibly be.
We ask you to take a look at the passion being put in, the quality of the game’s visuals, the unique gameplay design, where the project is at the moment, and if you believe in this project as much as we do, please support us and back Nelo. Even if can't afford to make a pledge, you can still help us by sharing this Kickstarter campaign on social media sites and forums with your friends. We want to thank you very much for your support as we look forward to making Nelo a finished product.
Here are some thing we'll be able to accomplish much more easily under the circumstances that our Campaign exceeds our base goal.
We also have the Official Forums for Nelo.
Feel free to join in, and don't be shy to talk about anything Nelo related, We really want to listen to your thoughts and feedback!
Risks and challenges
While our team is small, we are very competent and we fully understand what we need to do to get this game finished. In the past, we have worked a few years on many other game projects and have developed quite the experience and skills. Magic & Mirrors is our first company and Nelo is our first commercial project that we are managing ourselves, and we know we have what it takes.
One benefit for being a small team is that we are very maneuverable and can adapt to situations on the fly. We are always adding new things in Nelo more than every week and constantly improving the game.
We do know that obstacles and problems are inevitable in development but we are very fast at resolving issues. We really want you to talk to us as much as you can while we develop. Your feedback will allow us to take care of things we might have missed and we really want this game to be as great as it can be.
Again we thank you for your understanding as well as your support.Learn about accountability on Kickstarter
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