Extremely impressive! Love the crazy depth of the combo mechanics. The art style, animations and palettes are also beautiful. The whole thing just comes together very well. Awesome work!
Oh wow! Really cool to see this from you fellas. I shared this up on the Neo-Geo thread over on the forums for our members and guest to see to be amazed on AtariAge. Thank you for posting this with us guys. 8^) Anthony..
Looks super duper cool, love all the stuff the player can do! Hope the enemies get real mean on hard though, I want to get absolutely punished and I hope that can be reflected. Still, absolutely excited by everything that was shown off and can't wait for the game!
Hah, you will love Hard then. We not only did the boilerplate and lame by itself stat boost to every enemy in the game (increase to HP, damage done, damage received, speed boost and aggressiveness overall), but I also included a bunch of new spawns for hard mode, reduced healing items on hard mode (which makes combos and getting 1ups from points and finding 1ups even more required) and some enemies have moves they will use more often based on the difficulty selected or do things like explode faster etc. Oh, and you only have 3 lives. I, so far, have not beaten the game on Hard mode if that tells you anything. But I'll be tuning things a bit more as I don't want to make it nearly impossible. Just really hard.
Man I love this pixel art so much. So incredibly charming! I love that we've been seeing a boom of indie beat 'em ups since Streets of Rage 4. Looking forward to this game. Do you plan to implement mechanics similar to Streets of Rage 4? Like wall-bounces and off-the-ground?
You actually see quite a few of those in the video!! Golem in particular does wall splats where he can then do aerial follow-ups. He also has a down throw which does an OTG. Candy, who I'll put a video up next, focuses on multiple hit aerial combos, re-launches, off the wall bounces and she also has a ground pound move. Loony, who I will show off after Candy (all 3 vids are recorded), has full screen ranged combos, crazy off the wall bounces, specializes in OTG's etc. The gameplay is patterned more after Marvel vs. Capcom or even a slimmed down 2D DMC/Bayonetta than it is any other beat'em'up. Especially any recent one.
Oh yeah! I did notice the combos but at first glance they looked more like regular air combos. Didn't notice the bounce. So you did based it on MVC, because the combos sure have that flair just by watching them go. I still think it would be worthy considering implementing full wall-bounces, where enemies simply don't fall off sceen. I think the most notable aspect of Streets of Rage 4 to me is how enemies no longer fall off screen and you have to patiently wait for them to come back. That to me completely changed beat 'em ups at their core and keeps the pacing of combat. Keep up the good work! Can't wait to see Candy's gameplay. Your pixel art has this very Cadillacs & Dinosaurs feel and I love it.👀
@@NaluaStudio Thanks a lot! Then, alas, we can’t count, for a summer arcade Beat'Em Up bomb, with a friend, from your game developing company:-) We'll try it in the fall. Guys, will your game have the Autofire function button (for attack, when you just hold the punch button), for convenience and less wear and tear on the gamepad and keyboard?
@@BboySalamon No autofire. However, this isn't just a "press 1 attack" button game. There is a light attack, a heavy attack, a jump button you'll actually use as there are tons of air combos and follow-ups to be done in the air, and then of course, the Signature Move button. You'll be using the signature move button for each character extremely often. So no autofire, but you'll definitely not be mashing a single button only. So a lot less wear and tear due to distribution of skills :)
@@NaluaStudio Thanks! In this case, yes, I agree, it’s not necessary to make autofire attack button. Will be cool, to play with 3 different attack buttons, I think it gives us more opportunities, to perform spectacular, various, long combos.👍
We are hoping to. But if time gets tight before release, that is the one that might fall off for the ports. Xbox, sadly, is not in a good state for some game devs these days. Especially indies.
looks amazing and the sounds of the punches are just on point. But I have to say the "six pack" on the robot made mr a little upset. what engine are you guys using on this masterpiece?
Hello and thank you!! To answer your question, there is no 'engine' for this game. It's being developed natively for the Neo-Geo AES and MVS platforms and we're using the NGDevKit SDK with a bunch of custom tools created for the project. We're also using GODOT for level setup/in-game cut scene scripting.
Will it be compatible with a mega drive? Brazilians are about to launch a GF1 Neptune console that supports Sega Genesis and Mega Drive and 32x cartridges, it will also have an online store, perfect for launching new games
Sadly no. This is a Neo-Geo game for their AES and MVS platforms. We're also releasing on most of the modern platforms as well. Porting to the MD/32x is extremely not very straightforward even with the extra colors and power of the 32x.
We are looking into potentially doing a Kickstarter to get some physical copies made for those platforms around the same time the game is officially released.
@@NaluaStudio Fantastic! You can count on my support. Looks incredible. Another question would it be possible to have a neo geo mvs cart version? Could it be playable on an original neo geo mvs cabinet. I own one
We are hoping to have cartridges for pre-orders shipped out in later September. But we are at the mercy of parts acquisition, factory scheduling and quality control. We are going to do our best!
When you play as Candy, she has a passive with some of her attacks with her claw that applies a bleed effect to enemies. The bleed color changes based on what you hit. We thought about adding more blood but we're already pretty close to sprite limits in almost all areas for the Neo-Geo when in 2p mode.
I might have said it wrong in the video, but there are actually two types of piledrivers. One is the ground Piledriver. You press the D (signature) button and then hit down then up. You have a huge window of time to input the down and up, so it's very easy. I have taught quite a few people who do not play these games, including some 6-7 year olds, how to do it. The second way is the air piledriver. All you do for it is hold down and press signature to get the air piledriver. It's pretty intuitive. Oh, and there is a Move List for each character when you press Start if you're in AES MODE in case a person forgets while playing.
@@NaluaStudio Understood understood. Yeah, I was thinking about how two-button inputs versus a command in a beat-em-up. Jump+Special (ground) and d+Special (air) after jumping sounded like it mirrored well. Maybe the ground one could even be d+Jump+Special. Sorry, this is all silly armchair considerations, not based on any real testing or design like you're doing. It's really cool how considerate you've been at making it all. Know that as someone who loves beat-em-ups and fighting games, especially growing up with these things, that your work is inspiring. The other characters' signature moves sound really cool already too. Good luck with the rest of development! Definitely going to dream about this release (and maybe hope for other features like... randomizer survival modes someday?!?).
@@HuyTran Oh it's all good. I love talking mechanics and theorycrafting stuff. We had a couple of different ways to control the game early on and we settled on this as it felt the best. I think when you get it in your hands, you'll feel pretty comfy with it quickly. And hopefully you will like the other characters! Everyone shares similar ground and even air combos so players don't have to memorize unique inputs per character. However, the signature moves changes how each one plays drastically. And characters playing too samey was always a beat'em'up pet peeve of mine. So it was fun coming up with a system that people can be familiar with per character, yet have each character play wildly different.
@@hong10ly70 The AES version is up for pre-order right now and if you get your order in, we can still get you a cart. shop.naluastudio.com/shop/products
Are you talking about the game or the video? The video allows subtitles in Spanish via auto-translate if you click the cog icon on desktop (not sure what it is on mobile). For the game, I am hoping we get at least Spanish localization.
The air grab moves is very lacking in beat em up games, Beat of rage 4 dont have it,what a shame.I feel like is very easy to do air throw here and the damage is very low too
It is fairly easy to do. It's more of a finishing move and used for crowd control. You can throw to your left or right. But you can do more damage and press down and do a pile driver instead for more damage if you don't need the crowd control.
Extremely impressive! Love the crazy depth of the combo mechanics. The art style, animations and palettes are also beautiful. The whole thing just comes together very well. Awesome work!
Oh wow! Really cool to see this from you fellas. I shared this up on the Neo-Geo thread over on the forums for our members and guest to see to be amazed on AtariAge. Thank you for posting this with us guys. 8^)
Anthony..
this is making me want to buy a NeoGeo to play this
This game is too cool though, thanks for making this coverage! I'm super excited to play this!
Looks super duper cool, love all the stuff the player can do! Hope the enemies get real mean on hard though, I want to get absolutely punished and I hope that can be reflected. Still, absolutely excited by everything that was shown off and can't wait for the game!
Hah, you will love Hard then. We not only did the boilerplate and lame by itself stat boost to every enemy in the game (increase to HP, damage done, damage received, speed boost and aggressiveness overall), but I also included a bunch of new spawns for hard mode, reduced healing items on hard mode (which makes combos and getting 1ups from points and finding 1ups even more required) and some enemies have moves they will use more often based on the difficulty selected or do things like explode faster etc. Oh, and you only have 3 lives.
I, so far, have not beaten the game on Hard mode if that tells you anything. But I'll be tuning things a bit more as I don't want to make it nearly impossible. Just really hard.
excellent job!!! thank YOU
Man I love this pixel art so much. So incredibly charming! I love that we've been seeing a boom of indie beat 'em ups since Streets of Rage 4. Looking forward to this game. Do you plan to implement mechanics similar to Streets of Rage 4? Like wall-bounces and off-the-ground?
You actually see quite a few of those in the video!! Golem in particular does wall splats where he can then do aerial follow-ups. He also has a down throw which does an OTG. Candy, who I'll put a video up next, focuses on multiple hit aerial combos, re-launches, off the wall bounces and she also has a ground pound move. Loony, who I will show off after Candy (all 3 vids are recorded), has full screen ranged combos, crazy off the wall bounces, specializes in OTG's etc.
The gameplay is patterned more after Marvel vs. Capcom or even a slimmed down 2D DMC/Bayonetta than it is any other beat'em'up. Especially any recent one.
Oh yeah! I did notice the combos but at first glance they looked more like regular air combos. Didn't notice the bounce. So you did based it on MVC, because the combos sure have that flair just by watching them go.
I still think it would be worthy considering implementing full wall-bounces, where enemies simply don't fall off sceen. I think the most notable aspect of Streets of Rage 4 to me is how enemies no longer fall off screen and you have to patiently wait for them to come back. That to me completely changed beat 'em ups at their core and keeps the pacing of combat.
Keep up the good work! Can't wait to see Candy's gameplay. Your pixel art has this very Cadillacs & Dinosaurs feel and I love it.👀
Looking very promising
Thanks a lot guys! Can’t wait for your wonderful, oldskul Beat’Em Up anymore. When will be the release?
We are shooting for late September. But we can't 100% say for sure due to external issues beyond our direct control when it comes to manufacturing.
@@NaluaStudio Thanks a lot! Then, alas, we can’t count, for a summer arcade Beat'Em Up bomb, with a friend, from your game developing company:-) We'll try it in the fall. Guys, will your game have the Autofire function button (for attack, when you just hold the punch button), for convenience and less wear and tear on the gamepad and keyboard?
@@BboySalamon No autofire. However, this isn't just a "press 1 attack" button game. There is a light attack, a heavy attack, a jump button you'll actually use as there are tons of air combos and follow-ups to be done in the air, and then of course, the Signature Move button. You'll be using the signature move button for each character extremely often.
So no autofire, but you'll definitely not be mashing a single button only. So a lot less wear and tear due to distribution of skills :)
@@NaluaStudio Thanks! In this case, yes, I agree, it’s not necessary to make autofire attack button. Will be cool, to play with 3 different attack buttons, I think it gives us more opportunities, to perform spectacular, various, long combos.👍
This looks awesome! Love the art style and the mechanics look tight. Is there going to be an xbox release?
We are hoping to. But if time gets tight before release, that is the one that might fall off for the ports. Xbox, sadly, is not in a good state for some game devs these days. Especially indies.
looks amazing and the sounds of the punches are just on point. But I have to say the "six pack" on the robot made mr a little upset.
what engine are you guys using on this masterpiece?
Hello and thank you!! To answer your question, there is no 'engine' for this game. It's being developed natively for the Neo-Geo AES and MVS platforms and we're using the NGDevKit SDK with a bunch of custom tools created for the project. We're also using GODOT for level setup/in-game cut scene scripting.
@@NaluaStudio excelent work. the colors pop at the eyes. your game is really going to be an inspiration for my personal project.
@@nuneselso Thank you so much!!
Will it be compatible with a mega drive? Brazilians are about to launch a GF1 Neptune console that supports Sega Genesis and Mega Drive and 32x cartridges, it will also have an online store, perfect for launching new games
Sadly no. This is a Neo-Geo game for their AES and MVS platforms. We're also releasing on most of the modern platforms as well. Porting to the MD/32x is extremely not very straightforward even with the extra colors and power of the 32x.
Physical release for Switch, PS4, PS5? Hopefully with cool manual etc
We are looking into potentially doing a Kickstarter to get some physical copies made for those platforms around the same time the game is officially released.
@@NaluaStudio Fantastic! You can count on my support. Looks incredible. Another question would it be possible to have a neo geo mvs cart version? Could it be playable on an original neo geo mvs cabinet. I own one
Amazing :D
Data oficial de lançamento?
Bonjour la disponibilité sur néo géo aes est prévu pour qu'elle date ?
We are hoping to have cartridges for pre-orders shipped out in later September. But we are at the mercy of parts acquisition, factory scheduling and quality control. We are going to do our best!
Golem BOIS!
The game looks great, but I have a small complaint which is that you fight zombies and mutants and there is no red or green blood.
When you play as Candy, she has a passive with some of her attacks with her claw that applies a bleed effect to enemies. The bleed color changes based on what you hit.
We thought about adding more blood but we're already pretty close to sprite limits in almost all areas for the Neo-Geo when in 2p mode.
@@NaluaStudio Thanks for the information and I can't wait to get my hands on the game when it comes out
Golem skipped the leg day.
He's your extremely common fast and agile bruiser/grappler :)
😂
Would Jump+Signature be a better input than d,u+Signature for ground piledriver? I know the D&D: SoM input is cool, but still!
I might have said it wrong in the video, but there are actually two types of piledrivers. One is the ground Piledriver. You press the D (signature) button and then hit down then up. You have a huge window of time to input the down and up, so it's very easy. I have taught quite a few people who do not play these games, including some 6-7 year olds, how to do it.
The second way is the air piledriver. All you do for it is hold down and press signature to get the air piledriver. It's pretty intuitive. Oh, and there is a Move List for each character when you press Start if you're in AES MODE in case a person forgets while playing.
@@NaluaStudio Understood understood.
Yeah, I was thinking about how two-button inputs versus a command in a beat-em-up. Jump+Special (ground) and d+Special (air) after jumping sounded like it mirrored well. Maybe the ground one could even be d+Jump+Special. Sorry, this is all silly armchair considerations, not based on any real testing or design like you're doing.
It's really cool how considerate you've been at making it all. Know that as someone who loves beat-em-ups and fighting games, especially growing up with these things, that your work is inspiring. The other characters' signature moves sound really cool already too.
Good luck with the rest of development!
Definitely going to dream about this release (and maybe hope for other features like... randomizer survival modes someday?!?).
@@HuyTran Oh it's all good. I love talking mechanics and theorycrafting stuff. We had a couple of different ways to control the game early on and we settled on this as it felt the best. I think when you get it in your hands, you'll feel pretty comfy with it quickly. And hopefully you will like the other characters! Everyone shares similar ground and even air combos so players don't have to memorize unique inputs per character. However, the signature moves changes how each one plays drastically. And characters playing too samey was always a beat'em'up pet peeve of mine. So it was fun coming up with a system that people can be familiar with per character, yet have each character play wildly different.
Looks impressive. This robo helpers me remind helpers from Shatterhand on NES
Can we have this port to the Dreamcast?
Weirdly, the DC has a lot of color palette restrictions, and it makes a port non-trivial. We'd have to refactor a lot of the palettes to make it work.
@@NaluaStudio interesting, didn't know that about the Dreamcast.I will love to play it on my DC.
Hello its still for sale ? Also available on Switch ?? Thanks
When the game is released, it will be available for the Switch. Currently digital only, but we might do a Kickstarter for a physical Switch cartridge.
@@NaluaStudio yes please let me know about the kickstarter for Switch cartbrige. First i would take the AES version
@@hong10ly70 The AES version is up for pre-order right now and if you get your order in, we can still get you a cart. shop.naluastudio.com/shop/products
Reservado , pero queremos subtitulos en castellano !!!
Are you talking about the game or the video? The video allows subtitles in Spanish via auto-translate if you click the cog icon on desktop (not sure what it is on mobile).
For the game, I am hoping we get at least Spanish localization.
The air grab moves is very lacking in beat em up games, Beat of rage 4 dont have it,what a shame.I feel like is very easy to do air throw here and the damage is very low too
It is fairly easy to do. It's more of a finishing move and used for crowd control. You can throw to your left or right. But you can do more damage and press down and do a pile driver instead for more damage if you don't need the crowd control.
Vengeance hunters lol.
Pls Release This Game For Android
This Game Looking Very Cool And Fun
Pls Release This Game For Android Pls