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SkullFace

 

Released – December 2012

Woah, this is my biggest game to date and has taken a lot of work, i put my heart and soul into this thing. It started a long time back with a programmer who later moved to San Fransisco and couldn’t work on the project, so i took the art assets – redesigned the game a bit, and learned to program it myself in Stencyl Engine. Its largely inspired by SuperMeatBoy, N+ and Jumper.. i loved those games, the new wave of action platformer and so i just really wanted to make one. The game is about constant learning and the feeling of achievement when you beat a level, only to be met with a new challenge and so new obstacles are introduced every few levels across the entire game to keep it fresh. The main focus is on smooth movement and the “over under over” flow of rolling/jumping/jetpacking.. it’s the first time i made a boss battle as well, and the most i’ve play-tested and tweaked a game. I’ve been wanting to make a “pure platformer” for ages, and i think it’s something a lot of indie devs want to try.. so i hope i did it justice and to be honest this project was really fucking challenging from start to finish, and also was a financial failure as well, but i hope it is well received and the effort that went into it shines through. I really underestimated how difficult it would be to program the whole game myself as well as do the art/design/animation.. but despite wanting to quit several times during development and many long nights, i stuck with it and am super proud. It’s the first time i’ve commissioned a soundtrack as well, and i think the music is great and really matches the gameplay. I’m looking forward to feedback about the game and how it will be received by the players :)

The SkullFace soundtrack, by Adam Dishongh:
http://mucky.bandcamp.com/album/skullface-official-soundtrack