Challenging 2D Action-Platformer Horned Knight Jumps Onto Switch This Winter
2Awesome Studio has revealed that its 2D action-platformer Horned Knight will be launching on Switch later this year.
The game is described as a “challenging 2D action-platformer that pulls no punches”, inspired by and trying to recreate the feel of the golden age of arcade games. You’re tasked with rewriting destiny as the Hero Knight, overcoming all fears, enemies, and traps along the way with the help of your trusty sword and mysterious Horned helmet.
Here’s an official description and feature list:
In Horned Knight, calculated movement and agility is key. One small misstep can lead to your demise through 32 pulse pounding levels, offering various challenges from fireball wielding skeletons to venomous snakes, spike traps, pools of lava, and much more!
Accessible and responsive controls make it easy to jump, air-dash, and slash your way through an area. Master the jumping wall climb technique and timed slashes to ensure your hero saves the greater realm!
Key Features: – 4 worlds and over 30 levels – Tons of monsters and bosses to show your might – Responsive controls: easy to play, hard to master – Beautifully pixel art animated graphics – Exciting action gameplay – Intense boss battles with challenging patterns and epic scale – 2 difficulty modes appropriate for all types of players―from story and setting lovers to hardcore action enthusiasts – An amazingly diverse castle to explore with different environments
Horned Knight is aiming for a winter 2020 release on Switch, so make sure to keep an eye out for it on the eShop later this year.
Are you liking the look of this one? Let us know if you’ll consider picking the game up with a comment below.
Posted by: xSicKxBot - 10-08-2020, 08:22 AM - Forum: Lounge
- No Replies
Sony Accidentally Reveals PS5's New Trophy-Tracking Feature
If you enjoy hunting for platinum Trophies on your PS4, you know how frustrating it can be when you don't know how far you are from slaying 10,000 zombies, or collecting the 100 widgets you need for the last trophy. Now, a French PlayStation Blog post seems to confirm that the PS5 will have in-depth trophy tracking--though the language has since been removed from the post.
If you aren't familiar, this trophy-tracking would presumably work similarly to the enhanced achievement tracking that came to the Xbox One back in 2017. That update added a new menu that allows players to easily see how far they are from completing any given achievement in a game, as well as the relative rarity of each one.
Obviously, this feature isn't quite confirmed yet, but given the fact that it was leaked by an official PlayStation source, it's likely to happen. Other new features confirmed by Sony for the PS5 include haptic feedback and adaptive triggers in the new DualSense controller and a solid-state drive right out of the gate. We've reached out to Sony for details on this new trophy-tracking feature.
The update perhaps unsurprisingly arrives alongside the new Minecraft characters on 14th October (or 13th for those of you in North America). It’ll primarily add support for the new fighters, stage, and Mii Outfits that will become available to download on that day, and will also include fighter adjustments.
As always, the fighter adjustments mean that old replay data from the previous version will become incompatible. Make sure to convert any replays you want to save before they’re no longer available.
We’ll make sure to update you with the full patch notes as and when they’re available. Until then, let us know if you’re excited to play as Minecraft’s Steve and Alex next week with a comment below.
Posted by: xSicKxBot - 10-08-2020, 01:17 AM - Forum: Lounge
- No Replies
MSI Partner Caught Scalping Nvidia RTX 3080 Cards
Many PC enthusiasts are still jockeying to obtain Nvidia's 30-series cards--particularly the RTX 3080 and 3090--amid a shortage related to high demand and the ongoing coronavirus crisis, even swallowing high prices at secondhand retailers like eBay to get their hands on one. Now, a partner of GPU manufacturer MSI was caught scalping the company's own cards on eBay, and customers aren't happy about it.
According to a Reddit post that called out its behavior, the subsidiary in question is called Starlit Partner, and it was only authorized to carry and sell excess inventory and refurbished items. MSI responded, saying that an error caused Starlit Partner to have access to new GPUs like the RTX 3080, which it sold for $1359, which is $600 above the MSRP of $759.
As the above tweet reveals, MSI has ordered Starlit Partner to reach out to the customers affected and offer them full or partial refunds for the $600 difference. Some 3090s were also sold by Starlit Partner for inflated prices as well. For those who are determined to pay MSRP for a 3080 or 3090, you might end up waiting a while: the shortage isn't going to abate until at least 2021 according to Nvidia. Nvidia has repeatedly apologized for the supply shortages.
Top 8 Freelance Developer Udemy Courses [No-BS Comparison]
Freelancing is the new mega trend. And there’s a good reason: more and more companies see the cost benefits of hiring outside expertise by the hour. Much like cloud computing revolutionized the server market, freelancing disrupts the talent market with a pay-as-you go model for businesses. The big benefits for freelance developers are convincing as well: higher pay, more flexibility and freedom, and an increased sense of purpose and learning.
Do you want to become a freelance developer? Joining a freelancing program from someone who’s already been there and done that will save you months, if not years of trial and error and potentially hundreds of thousands of dollars of money you could have earned but haven’t due to a lack of business expertise.
Udemy provides a number of courses tailored towards freelance developing. Yet, the industry-leading freelance developer course that’s most comprehensive is the only course that guarantees success: the FINXTER Python Freelancer Course.
If you want to find the best Python freelancer course, look no further. If you want to keep looking, let’s dive into the best Udemy freelancer courses!
Here’s a quick summary of the best courses for freelance developers:
Do you want the most complete course on the market that guarantees your first gigs? Check out the FINXTER Python Freelancer Course!
Do you want a relaxed conversation with a freelance developer who’s already been there and done that? Check out the How to Thrive as a Freelance Developer Course on Udemy!
To become successful in coding, you need to get out there and solve real problems for real people. That’s how you can become a six-figure earner easily. And that’s how you polish the skills you really need in practice. After all, what’s the use of learning theory that nobody ever needs?
Practice projects is how you sharpen your saw in coding!
Do you want to become a code master by focusing on practical code projects that actually earn you money and solve problems for people?
Then become a Python freelance developer! It’s the best way of approaching the task of improving your Python skills—even if you are a complete beginner.
We know you’re busy and might miss out on all the exciting things we’re talking about on Xbox Wire every week. If you’ve got a few minutes, we can help remedy that. We’ve pared down the past week’s news into one easy-to-digest article for all things Xbox! Or, if you’d rather watch than read, you can feast your eyes on our weekly video show above. Be sure to come back every Friday to find out what’s happening This Week on Xbox!
Who Are Xbox Ambassadors? Xbox Ambassadors are more than a community. We are a worldwide network of gamers who celebrate the uniqueness of everyone, promote a safe gaming environment, and above all else, make… Read more
The New Microsoft Store on Xbox is Now Available to All Hello, Xbox Fans! Last month we shared with you that the new Microsoft Store on Xbox was rebuilt from the ground up to be faster, safer, and easier to use than ever before. After great feedback… Read more
Konnichiwa Japan: Xbox at Tokyo Game Show 2020 Today, our team at Xbox celebrated Japanese gaming culture in a showcase stream for Tokyo Game Show Online 2020 – a virtual celebration of the latest in video games, technology and… Read more
World of Tanks Launches Its Hot Wheels Season It’s time for World of Tanks to shift gears! We’re incredibly excited to announce our latest season of fast-paced, boundless online tank warfare and challenges: the World of Tanks: Hot Wheels season… Read more
Next Week on Xbox: September 29 to October 2 Welcome to Next Week on Xbox, where we cover all the new games coming soon to Xbox One and Windows 10 PC! Every week the team at Xbox aims to deliver quality gaming content for you to… Read more
Sky: Children of the Light has topped 50 million installs worldwide
Thatgamecompany’s social adventure Sky: Children of the Light has topped 50 million installs worldwide since launching in July 2019.
The studio, which previously worked on other popular titles including Journey and Flower, said that “word-of-mouth in the Android community” and the launch of a new season and in-game events helped Sky reach the milestone.
The free-to-play mobile title is currently available on both iOS and Android devices, and is heading to the Nintendo Switch in 2021.
Earlier this year, we got some insight into what makes the title tick when thatgamecompany ‘feel engineer’ John Hughes took to the stage at GDC Summer to explain how emotion drives social play in Sky.
Gamasutra: Mason Remaley’s Blog – Notes from the Q&A Sessions with Steam
Gamasutra is part of the Informa Tech Division of Informa PLC
This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC’s registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.
If you enjoy reading this site, you might also want to check out these UBM Tech sites:
The following blog post, unless otherwise noted, was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
I recently attended the Steam Q&A hosted by GamePlay Space, and I took a bunch of notes for myself. A few friends asked about the event, so I figured I’d just upload my notes somewhere I can share.
Except where noted, questions were submitted beforehand. Valve grouped together similar questions prior to the event, and answered them together.
Bolded questions are mine, all others have been paraphrased.
Common Store Page Mistakes
Besides failing to set up tags or not putting in work to publicize their game off of Steam, what’s the most common mistake small developers make that hurts their visibility on Steam?
Assuming you’re publicizing off of Steam (discord, social media, trade shows, whatever works)…
Think about your capsule art!
High quality readable capsule art is important, must be eye catching, not cluttered with lot sof text
It’s the branding of your game on Steam!
Make sure you have a killer trailer!
Jump right into gameplay within the first second or two
It should be eye catching, people won’t watch the whole thing if it doesn’t catch their interest
Steam is experimenting with showing one second slices of game trailers on mouse hover in some locations. They may increase the number of locations and give you control over which slices are shown eventually.
Make sure you have a strong overall store page
Game description
Animated GIFs
Strong explanation of the game
This varies for different genres!
Think about it from the perspective of a new player who doesn’t know anything about the game.
Does it look fun, interesting, and high quality?
Make sure you’re using Steam events
Major updates, new DLC, Q&A with the devs on a livestream, etc
These events appear on your store page and communicate that you’ve been communicating with the community, the game is being actively developed, etc. You want the game to be visibly thriving and for it to be obvious that people are playing it–especially with early access.
Take advantage of different events
PAX Online, events in Europe, etc
Maybe release a demo for the event, or link a coming soon page on Steam, if not the game itself
Discounts
Summer sale, etc, are valuable
Developer homepage
If you have multiple games, people can follow you as a developer and find your other games etc
Events Featured On Steam
A significant portion of my game’s wishlists come from PAX East 2020 and the Steam Game Festival, likely because Steam featured games participating in both of these events. I’m planning on participating in one of the upcoming Steam Game Festivals, are there any other events that you’re planning on featuring that I should consider applying to?
We participated in Gamescom. Some games from Gamescom were featured on the Steam event page, but not others why is that?
Valve will be doing 3 more steam game festivals (October, Feburary, June)
PAX Online [was] featured
Other festivals and cons that are now digital, many are hosting pages on steam e.g. Gamescom, Indie Arena Booth did it
IIRC, they said that which games are featured is up to the event organizers
Predicting Sales from Wishlists
I’ve seen a lot of folks online try to predict first year sales of a game based on wishlists at launch. Do you think this is a reasonable metric? Does Valve have any numbers on this they’re willing to share, or an alternate recommendation for projecting sales numbers?
Note: I think they’re being a little pessimistic here as they don’t want to be blamed for your predictions if they’re inaccurate, but that’s just my opinion!
Valve doesn’t think you can predict things using wishlist data since it’s extremely noisy
Every game is different, people wishlist games for different reasons
Not all wishlist additions are created equally
What’s the wishlister’s intent?
More is better! But the exact impact of each is too complex to predict
While it’s hard to predict what a specific number means, when the number goes up you know awareness is going up, so you’re doing something right, and everyone who wishlisted your game will get notified when it’s released
Think of them as potential audience that might convert at different points based on timing and price points
And hopefully people will continue to wishlist over time
Short answer: it’s tough, but still worth trying to gather them
The Effect of Reviews on Visibility
Do user ratings and reviews affect visibility?
Valve doesn’t want devs have to agonize over, for example, Overwhelmingly Positive vs Extremely Positive
As long as the review is mixed or above, reviews don’t affect discoverability (though they may affect what a potential player’s impression!)
Playtesting Support
I used to run in-person playtest nights in my local community, but stopped due to the pandemic. I heard that Steam was testing out a playtest button that would show up on the store page are you able to talk about the status of that/how it works?
They’re working on it/trying it out, but it’s not publicly available right now
Steam remote play together can be used for this though! You run the game on your machine, and then let people connect maps well to the usual playtest experience, very 1:1 (if it’s a single player game)
Feels less like you’re intruding on their play session!
Also doesn’t actually download the game which is cool
You can also configure more easily what levels people are testing etc since it’s running on your machine
Click Through Rates
Should I ignore the click through rate on the marketing and visibility page, or is there a meaningful way to interpret it? The numbers it provides don’t seem to make sense I have a 50% click through for external traffic, All Traffic varies between 1% and 50% depending on the week, etc.
What is a good click through rate? How can we increase our click through rate?
Do you have any tips on optimizing our images to improve our click through rate?
Why do some games seem to naturally earn more impressions than other games they are similar to? Does Steam bless specific games?
Valve doesn’t want to create incentives for devs to create clickbait, so they try to rely on better data
For example, actual sales (or wishlists if unreleased)
Valve doesn’t think don’t think that clickthrough is reliable data for Steam to make decisions based off of, impressions might come from being featured on a page with a lot of games, etc, which would hurt clickthrough rate.
It’s presented so that you can see:
Is steam working for my game? Where’s it shown? It’s probably shown in the front page capsule to some people even if not big and successful due to recommendations or curators etc.
Don’t agonize over what those %s are. The way it fluctuates over time is probably more interesting, but keep in mind that it’s context dependent.
There’s a feature on steamworks called artwork override
You can iterate on your artwork and see if it affects your clickthrough rate
e.g. change them for a week and see if you get more sales or more interest or whatever etc
[Someone asked a live question I didn’t catch about PC vs mobile, and A/B testing]
They’ve talked about AB testing, not much about other app store like stuff cause the mobile space is a bit different than Steam
PC vs Mobile: on the PC, there’s so many ways that players learn about new games. You’re not constrained to just the store. Steam definitely helps with discovery, but the speaker suspected it’s much more broadly distributed than on mobile.
Decay Factor on Visibility
Does time affect the Steam algorithm? What is the effect of a burst of sales on launch day vs a burst of sales a year later? How does time spent in early access affect this?
Is the fate of your game set in stone after launch? Can you recover from a rocky launch?
Are you at a disadvantage if you soft launch your page? I’ve heard people say that Steam looks at the view to wishlist conversion when the page is first posted and uses that to judge interest in the game.
Steam is essentially a positive feedback loop
It looks at sales and decides okay customers are giving us good data, they’re buying a game cause people are interested in it, show it to more customers if that keeps working, etc.
What if there’s a rocky launch? if things don’t go right? Is it possible to claw our way back and have success?
Yes!
The key is: you have to look at the reason why a launch is rocky, e.g. multi player without enough players? bad mouse bug on the first day? didn’t tell anyone about it?
Most important: listen, talk to the community, figure out what’s bothering them/what they’re thinking, reassure people you’re gonna update the game/fix stuff, etc
Actively communicate, steam events, discord, etc
Over time continue, it’s a process, etc
If people aren’t aware lots of work goes into telling a community about a game, that work still needs to be done if it wasn’t done beforehand!
From the algorithm side: any burst of sales/interaction is gonna be picked up on
If you do it ahead of time, you’ll get a bigger burst at launch due to the people clicking the wishlist links, and it will therefore get shown to more customers etc
Early access vs standard release:
Not like a full launch
You can still show up top sellers/new and trending, etc
But standard launch visibility doesn’t come into play normally it’s featured at launch it will only happen when the true launch happens
There’s no decay factor on how much they’re willing to promote a game a burst is a burst, even if it’s 2 years after launch. He’s talked to people who released an update years after their launch and then saw the biggest sales period for the game even bigger than their launch, etc.
Other speaker echoed that they see this all the time, e.g. Among Us is two years old but streamers playing it lead to a resurgence
Customers might be more excited if it feels new though, there could be a natural decay factor for that sort of reason
Game Prologues vs Demos
Some developers have been releasing their demos as separate games they call prologues instead of as attached demos. Is this a good idea?
Content of game probably matters more than separate page vs demo
Pro: it’s shown in some places a demo wouldn’t be
Con: people start wishlisting the prologue
Either is just as good, demo attached to the base game makes a little more sense, Steam understands it, they’re coupled in the steam ecosystem
I’ve actually seen a few people manage to wishlist my demo somehow sounds like this is a bug, but they aren’t surprised by it. I get the impression that under the hood anything can be wishlisted, but the wishlist UI is never supposed to be shown for demos. Either it’s getting shown by mistake somewhere, or users are crafting requests by hand and serverside this isn’t checked for.
Cart Abandonment
Has Valve considered notifying users about abandoned carts, e.g. during sales?
Customer privacy is important, feels like an invasion to comment on the fact that they left stuff on their cart
Not spamming players is important
They thought about this and decided against it
View to Wishlist Conversion Rate
What’s a good page view to wishlist conversion rate? What are the best ways to improve our wishlist rate?
What is the best way to get wishlists?
Similar question to earlier
Core should be good value prop
Make sure users can get at info they want, localize in as many languages as you can, have good regional pricing, etc
The game festivals they’ve been hosting are helpful!
Demo Download Location
[Live question about the location of the demo button varying between different games]
Under special settingsÂ, you can configure where on the game page the demo button shows up
Valve then reviewed the store pages for a few of the games submitted. I don’t want to include info about specific dev’s games without their permission, so here are some anonymized notes. This is, of course, less useful than seeing the pages themselvesbut the devs may have updated their pages in response to the feedback by now anyway.
Game 1
Trailer
It gets to gameplay pretty quickly which is good, may wanna get to gameplay even more quickly
It does a good job showing what the game is like to play, what’s going on, how you interact, etc
Showing UI can help here, it often helps communicate genre etc
Watch some movie trailers, they all start with a mini trailer before the trailer starts, the first 2-3 seconds
Release date
This game just listed a year, having some more specificity can be helpful to players e.g. even if a specific date isn’t available yet, a month can help.
Has good tags
Note that not all tags are shown on game pages you can click the plus sign to see them
They’re using Steam events which is good although there’s only one right now
Show them that you’re there, you’re engaged, will be listening to feedback, etc!
Review section with three quick quotes + links is good!
About this game section w/ gif and stuff is well done
Looks high quality, dev obviously putting in love, strong marketing!
Game 2
About this game
Images, ways of explaining it
Instead of just big images maybe use really short animated GIFs to show gameplay of your game
Make sure they’re quick & small though! Don’t wanna slow down the load time too much for customers on mobile or with slow internet!!
5mb per gif max is best, but smaller is probably better
Use dev tools in browser to see total page load
Test on slower connections!
Looks good overall
Game 3
This game was early access
The live stream showing up on the page is good (this is a Steam feature)
Helpful when you’re driving a bunch of traffic there
Helps people see what it’s like to play!
The early access questionnaire has long answers, could be shorter
Steam events are being used which is good
Nice GIF & formatting
There’s a lot of good stuff in the about this game section, if that section is lacking potential players start to wonder if the devs put much into the game
FlatRedBall is an open source C# based game engine with development dating back to 2005. It was originally built to run on-top of Managed Direct X, then was ported to XNA and when XNA was depreciated, it was again ported to run on top of the MonoGame framework.
FlatRedBall provides a layer of APIs and tooling on top of MonoGame designed to simplify the process of creating 2D games. You can currently create games for Windows (and UWP), Android and iOS, with Mac and Linux targets currently a work in progress. The heart of the tooling is Glue, which “glues” together the various other tools, including plugins for tasks such as UI development as well as support for the Tiled 2D map editor.
FlatRedBall is open source with the source code available on GitHub under the flexible and permissive MIT open source license. You can check out FlatRedBall in action in the video below (or here on Odysee). If you are interested in learning more or encounter a problem, they have an active Discord server available here.