SKIPCHASER EARLY ACCESS

I wanted to share our plan for SKIPCHASER while it's in early access. Those of you with closed beta keys and those who buy into the EA launch are seeing about 25% of the first of three acts. Our plan as of right now, is to continue to push content updates, progressing the storyline and finishing the planned features until our "official" release in early July.

Releases will be every other week for 12 release cycles, and we will look to the community to help us prioritize features, tweak the missions and story line and balance the gameplay. We will share our proposed roadmap following a build and allow players to weigh in.

Our hope is to release a well crafted twin-stick shooter with a story and engage the audience that wants to play something like that throughout the process.

If you are interested, follow SKIPCHASER on Steam for more frequent updates.

SKIPCHASER and Time Golf Squad showing at GDC

It's been a while since a proper update, but we're happy to announce that we've partnered with Intel Gaming to demo at the 2017 Game Developers Conference in their Intel "Juicy Games" booth. Complete with Juice Bar, we'll get juiced while we interact with attendees and hit the links with Time Golf Squad.

Also, we've been invited to Pocket Gamer's BIg Indie Pitch on Thursday where we will be showing an early mobile version of Time Golf Squad. This is our second time in a BIP and it's always a good time. Check it out if your in SF for the conference.

We will also be demoing SKIPCHASER at the GitHub/Ludum Dare party Tuesday night as well as carrying around a portable version powered by Steel Series Gaming.

SKIPCHASER hits early access this March, so we're extremely excited to open up this game to the masses. This first commercial desktop release (Windows & MacOS) and we've already been bown away by the community support during our Greenlight process and our closed beta.  

Free Code?

Recently we've been doing some house cleaning on our code base and have been updating some of our open source projects on GitHub. To celebrate that, we've added a new section to the website that acts as a portal to our most popular coding projects.

A screenshot from our Match Three framework

A screenshot from our Match Three framework

Over the next few months, we'll be releasing even more complete game frameworks. For updates follow us on twitter at @ponywolf.

PAX is in the books, on to Austin

Ponywolf attended PAX last week and did demos of Time Golf Squad and Skipchaser. It’s always great to put a controller in a gamer’s hand and just sit back and watch. We’ve really focused on the first impression—about 15 minutes of gameplay for each game.

This usually means “cutting the fat” and getting into the fun of the game faster than you would in a full gaming session, but it also helps us close the gaps on small features that are missing from the experience.

Now we’re off to the Austin Game Conference in (you guessed it) Austin. We are so grateful to Intel for selecting us to demo Time Golf Squad in their Developer Showcase on the Expo floor.

It's Time Golf Squad Time!

It's the week of the Game Developers Conference in San Francisco. The GDC has some personal significance to me, because it's where I got my start in the industry way back in 1998. My start-up at the time was called NO2 Games (pronounced In-Oh-Two) and we entered the Independent Games Festival with a futuristic minigolf game called Miniverse.

NO2 Games Miniverse Minigolf circa 1999

NO2 Games Miniverse Minigolf circa 1999

Well we are back at it this year, heading to the San Fransisco with my new studio Ponywolf and with a unique adventure golf game called Time Golf Squad. Click the logo below to watch our launch trailer.

Think of TGS as a "putt and click" adventure game. Your team of four heroes, each with individual talents, trek though space and time to save the universe. The kind of story that suits our visual presentation--a combination of the kinds of video games and Saturday morning cartoons you would have seen in the 1980s.

We also developed animation techniques to let us bring pixel-like characters to life with more expressions and range that traditional pixel art animation. We've been sharing our progress on Twitter and debuted the animated style in our Indie Speed Run entry Wasteland Golf--the spiritual predecessor to Time Golf Squad.

Our plan is to launch on both PC and Mac this summer via Itch, GameJolt and possibly Steam. Sign up for updates below or follow @ponywolf on Twitter.