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Radio The Universe Kickstarter - An Evocative, Pixel Art 2D Action/Adventure Game

Nirolak

Mrgrgr
I'm sorry if the title doesn't do a great job explaining the title, but the video at the site will get the idea across quite quickly.

Kickstarter: http://www.kickstarter.com/projects/1548272412/radio-the-universe-0

To note, the base game and the stretch goals are currently already surpassed, but there's a lot of time left for those who are interested.

Screenshots:

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Saw the title and thought "Oh great, another retro indie game."

But this looks pretty sweet, I'm in.
 
Visuals got me interested, and then this got me excited;
Sounds like it could be really great.

Q> What's this all about?

I blended classic Zelda and dark science fiction and drank the ensuing mixture. It was Radio the Universe.

Players will feel aesthetic and gameplay influences from titles like Yume Nikki, Symphony of the Night, Hotline Miami, and Dark Souls, with a tinge of 2D JRPGs thrown into the mix.
 
Looks good. I hope it'll have a matching soundtrack, as what was available in the video wasn't really inspiring.
 
I think i've gone through all the pitch, but i'm missing what the extra stuff for the 25$ pledge would be.

The game itself looks very very good, although i already know it'll be hard as fuck and i probably won't finish it.

This artwork from the page is pretty cool:
iUHFrHOZ4KESD.jpg
 
Looks pretty good, but the gap between the second and third tiers is way too much, it implies that either the extra stuff is a lot, or that the $10 version is gimped.
 
Looks pretty good, but the gap between the second and third tiers is way too much, it implies that either the extra stuff is a lot, or that the $10 version is gimped.

You can't really compare Kickstarter tiers to DLC pricing or whatever. The extra stuff in the $25 tier isn't included in the game.
 
And that stuff is..?
"PC download of the special Kickstarter-only version of the game (full game + extra content). Digital soundtrack collection which includes entire bonus arrangement albums not found in the game. Digital combined manual/artbook/devlog/contributor list/hatemail/occult tome. Your name in the contributor list, along with a 140-character message of your devising."
 
Pledged $25. Love the art, animation ad gameplay looks solid so far. I'm kind of disliking these really core gameplay additions as stretch goals though. Either design the game around it or don't. Dig the guy's sense of humor though.
Pledge $999 or more
1 backer

I will pray to a star on your behalf. No discernible effect.
Estimated delivery: May 2014
 
On the Kickstarter page. It's not easy to copy/paste from there so just click the link in the OP.

"PC download of the special Kickstarter-only version of the game (full game + extra content). Digital soundtrack collection which includes entire bonus arrangement albums not found in the game. Digital combined manual/artbook/devlog/contributor list/hatemail/occult tome. Your name in the contributor list, along with a 140-character message of your devising."

Oh.. i thought the "+extra content" meant extra in-game content (levels, gadgets, whatever).
 
Did some research and I can't find much about the guy (seems to be a single person) working on this. I've not seen a body of work aside from some (pretty neat) sketches and music tracks.

It just worries me about something ambitious and beautiful being this guy's first project. :c

I want to fund, I want to be proven wrong in my doubts, but I'm a huge skeptic. The jokes on his site are great fun, but I'm not sensing any serious professionalism aside from his promises of having planned his production cycle properly. Kind of worrying.
 
Humor is an extremely effective tool, but you really have to balance it with professionalism on KS. I think he leans a little too funny.

That said, backed. Looks awesome.
 
Screens look promising. I look forward to seeing more.
 
Did some research and I can't find much about the guy (seems to be a single person) working on this. I've not seen a body of work aside from some (pretty neat) sketches and music tracks.

It just worries me about something ambitious and beautiful being this guy's first project. :c

I want to fund, I want to be proven wrong in my doubts, but I'm a huge skeptic. The jokes on his site are great fun, but I'm not sensing any serious professionalism aside from his promises of having planned his production cycle properly. Kind of worrying.

I totally agree, unfortunately... going by a psuedonym doesn't inspire a lot of confidence either. And 'I did some coding in school' is also a red flag to me.

All in all though $25 is not a lot to me so I'm going to pledge with about an 85% expectation of losing it. The kickstarters I've backed have all worked out pretty well so far, though they almost always slip the schedule. I don't mind having a long shot on the books.
 
I've been looking at the page for more than a week now considering if I should back it.

I really love the art style. The gameplay looks fun and the visuals are gorgeous - unlike most retro indie throwback platformers with a qwirki emotional tweesht and a oh so cuhrayzy gameplay gimmick.

This genuinely looks awesome.

But now that they have the funding there really isn't much point. I'll just wait for Republique to be finished for now.
 
You know how that video on the Kickstarter page is 60FPS?

Check out the new backers-only update:

hey.

closing in on a gameplay feel. a brief rundown:

- still working on ai and enemy behavior. primary distraction of the moment.

- made slight revisions to collision and movement to support the changes to ai. also gained support for moving xz/yz surfaces (walls) as a bonus.

- added 'gradient padding' to collisions between entities to accommodate for more varied enemy zoning capabilities (eg: an enemy dangerous at mid to long range might have difficulty responding to close-up offense). weight is also a factor. a light enemy can be pushed around by the player, but the player can be pushed or cornered into a wall or edge by heavier enemies. knockback is likewise affected.

- continuing to feel out the bgm and visual design for each area. doing my best to give them memorable themes so that the game doesn't feel like a blur.

- additional player animations for airborne states and attack states (i think someone actually requested this).

- storyboarding for early cutscenes.

- one major detraction (or minor detraction, depending on your view) is that the game is now fixed at 30 fps. it seemed entirely sensible to give up a 2d game's frame-independence for the massive savings in dev hours.

that's it. wish i had prepared a more exciting post for you all; some months will be like this.

april -> may
 
I really love the art style but couldn't back it in time, does anyone have some news on the development ? I send out an email to the creator and said the game will be probably out at the end of the year but I would like more info on progression. Thanks!
 
I really love the art style but couldn't back it in time, does anyone have some news on the development ? I send out an email to the creator and said the game will be probably out at the end of the year but I would like more info on progression. Thanks!

Just skimmed the last update from February 2nd:

- Working on what to consider minimum specs with the goal that everyone at minimum or better should be able to run the game at 60fps but there'll be an option for 30fps that they hope no one will have to use.

- Controller support will be available but the game is meant to be played with a keyboard. Sounds like full hotkey customization will be included.

And that's largely most the info from the most recent update. Mentions plans are to release towards the end of the year. So that's not any different than you already know.
 
Just skimmed the last update from February 2nd:

- Working on what to consider minimum specs with the goal that everyone at minimum or better should be able to run the game at 60fps but there'll be an option for 30fps that they hope no one will have to use.

- Controller support will be available but the game is meant to be played with a keyboard. Sounds like full hotkey customization will be included.

And that's largely most the info from the most recent update. Mentions plans are to release towards the end of the year. So that's not any different than you already know.

thanks a lot!
 
I'm glad to see this game get a little blip back on the radar here, it always gets forgotten among the flurry of interesting kickstarter game activity. It got such good hype right when the kickstarter was happening, and then quickly fall off the face of everyone's consciousness. And then when Hyper Light Drifter came around and blew everyone away it made me super cynical about the whole gaming press and community having such a tiny attention span. It's like HLD erased everyone's memory of RTU, even though they quite equal in most regards while still seeming unique and equally interesting. And now whenever I mention this game during any discussion of what hot kickstarted games to look forward to, no one seems to ever have any clue what I'm talking about.
 
I've been interested in it for awhile. Looks really neat. Always like to see smaller threads for these types of games in NeoGaf.
 
PokéKong;102060641 said:
I'm glad to see this game get a little blip back on the radar here, it always gets forgotten among the flurry of interesting kickstarter game activity. It got such good hype right when the kickstarter was happening, and then quickly fall off the face of everyone's consciousness. And then when Hyper Light Drifter came around and blew everyone away it made me super cynical about the whole gaming press and community having such a tiny attention span. It's like HLD erased everyone's memory of RTU, even though they quite equal in most regards while still seeming unique and equally interesting. And now whenever I mention this game during any discussion of what hot kickstarted games to look forward to, no one seems to ever have any clue what I'm talking about.

Exactly my thoughts. Like the games that are over hype like Dark Souls (and Dark Souls 2) Im not saying it's a bad game, I really like it, but people often forget about Demon Souls or they say a game look hard, so it's a game like Dark Souls (which is more trial and error in my opinion). Difficult games didn't started with Dark Souls... arhhg anyway, im glad Kickstarter exist for the type of games that can found a niche target.
 
PokéKong;102060641 said:
I'm glad to see this game get a little blip back on the radar here, it always gets forgotten among the flurry of interesting kickstarter game activity. It got such good hype right when the kickstarter was happening, and then quickly fall off the face of everyone's consciousness. And then when Hyper Light Drifter came around and blew everyone away it made me super cynical about the whole gaming press and community having such a tiny attention span. It's like HLD erased everyone's memory of RTU, even though they quite equal in most regards while still seeming unique and equally interesting. And now whenever I mention this game during any discussion of what hot kickstarted games to look forward to, no one seems to ever have any clue what I'm talking about.
This is very true. This project deserves more attention. What impresses me most about this project is that the creator did not put additional stretch goals in there just to get more money. Very humble, very unusual.
 
I backed both Hyper Light Drifter and this, but this excites me far more. The atmosphere is just perfect and I can't wait to play it.

Skimming back through this thread, am I right in saying the creator decided to lock at 30fps and then went back on it and it's now a 60fps game?
 
I backed both Hyper Light Drifter and this, but this excites me far more. The atmosphere is just perfect and I can't wait to play it.

Skimming back through this thread, am I right in saying the creator decided to lock at 30fps and then went back on it and it's now a 60fps game?
I'll skim through the backer updates when I get home but for some reason I feel between that post in April holding the 30fps stuff and the recent update talking about 60fps as a goal for all machines the developer changed something about their engine. So if I'm remembering correctly the difference in the year that passed could be due to that change.

Edit: Just poked around. In the comments of that April 2013 update the developer wrote to say that the game runs at 60fps but logic will only be at 30fps. I can guess what that means but I'll just leave it as is.

As for changing engine I was thinking of something else in a past update and nothing about frames per second.
 
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