Story
Fame, fortune, influence, you name it: Conrad Ocean had it all. He was once revered as the most powerful businessman under the sea. But that all changed long ago, when he was exiled to the surface world and forced to restart from scratch. Bitter and enraged, he concocted a plan to create a new fortune and take his revenge against the citizens of the seas he once called home. Now that he's rebuilt his riches, he's unleashed a plague of deadly robots bent on poisoning all the world's waters. Only one turtle is tough enough to face off against them: Snap the Sentinel! Snap sets off to rid his home of Ocean's mechanical scourge and set the world back on the right track.Features
- Mechanics inspired by 16-bit era run 'n' gun games!
- Tons of weapon modifiers that let you adapt to any combat situation!
- Unlockable Hard mode with remixed levels!
- Ranking system saves your highest score for every level!
- Beautiful low-poly 3D models and stunning pixel art!
- FM synth soundtrack with groovy beats and rockin' licks!
I did a big preview video last year around this time, so it feels like a good time as any to do another.
This is of one of the new stages from Episode 2. I think development this year has been going much more smoothly than it did the year before. It\'s somewhat challenging for me to communicate how much progress has been made (especially since I stubbornly insist on keeping as much secret until y\'all can get your hands on it), but I will say that Normal mode is about 90% done, we\'re just working on the final regular stage and the final boss stage right now.
Once the main campaign is done, we still have a lot more stuff to do:
The level design & enemy tweaks for Hard & Very Rude mode
[/*]Adding cutscenes and voice acting
[/*]General polish
[/*]
This list is not small, but we\'re about done with the challenging part of making the game\'s skeleton exist, and the end is in sight. I refuse to promise any particular date until I\'m certain that I will not need to delay it, but it\'s looking like releasing next year is very likely. (The future Episodes are probably not going to cram as much stuff as I have been for Episode 2 LOL)
- Accessibility improvements:
[list] - Added a Brazilian Portuguese localization. All of the text has been contributed by Strawblaze!
- Added a menu option for horizontal field of view.
- Added a menu option to disable view & gun bobbing.
- Added a menu option to invert mouse Y movement.
- The "reduce flashing" option changes more stuff.
[list] - Makes the muzzle flash graphics transparent, in addition to disabling the muzzle light flashing.
- Makes hitstun particles transparent.
- Disable enemy colorization effects entirely. (damage flashing, hitstun greyscale)
- Septacrash visuals are reduced (no screen tint, no explosion particles).
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Minimum Setup
- Processor: 2.4 GHz Dual-CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Dedicated GPU capable of OpenGL 3.3
- Storage: 300 MB available space
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