August 16, 2015 ryanjuckett No comments

Subtle Squish – Part 2

In a previous post about polishing the impact frames when the player slams into a wall, I mentioned wanting to make one more adjustment. The player should stretch just a hair parallel to the wall when it squishes into it. So here is a quick update showing where I’ve ended up for now. And once again, this is a lot […]

August 11, 2015 ryanjuckett No comments

INVERSUS Newsletter – August 11, 2015

The latest edition of the INVERSUS Newsletter has hit the shelves. Click here to read the full print, or read below for the highlights. Steam Greenlight On Sunday afternoon, INVERSUS officially entered the fray of Steam Greenlight. For those unaware, Greenlight is community driven method for making a game available on the Steam marketplace. Once passing the Greenlight […]

August 8, 2015 ryanjuckett One comment

Subtle Squish

Adding an assortment of subtle polish items to your game is a great way to create that je ne sais quoi that leads to comments about fluidity, feel, and tight controls. Each little bit might not have a huge impact, but the summed result separates you from the crowd. Inversus has a very minimalist aesthetic and at first […]

July 31, 2015 ryanjuckett No comments

New Power-Ups

For a long time, Inversus only featured a single pickup type, the red fast bullet. Let’s talk about some new additions to the team! Smash Picking up the smash item turns your ship red. You have a few seconds of speed boost and the ability to smash through cells on contact without spending any ammo. Feedback wise, […]