October 26, 2015 ryanjuckett 7 comments

Reducing Perceived Attack Delay

I have long been interested in the ramification of control schemes on a game design, and I hope this post helps demonstrate the importance of subtle input nuances. I also want to present an example of the work, thought and exploration requires when designing a responsive interaction. INVERSUS has two core attacks. A quick tap of the fire button will shoot a […]

September 5, 2015 ryanjuckett No comments

INVERSUS Newsletter – September 3, 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. Boston Festival of Indie Games INVERSUS is taking stage on the east coast Saturday, September 12 at the fourth annual Boston Festival of Indie Games in Cambridge, MA. Boston FIG is primarily games […]

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, […]