TUXDB - LINUX GAMING AGGREGATE
by NuSuey
NEWSFEED
▪️ GAMES
▪️ STEAM DECK ▪️ DEALS ▪️ CROWDFUNDING ▪️ COMMUNITY
tuxdb.com logo
Support tuxDB on Patreon
Currently supported by 8 awesome people!

🌟 Special thanks to our amazing supporters:


✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]


Community's Q&A with the Game Dev Part 1 of 2

Hello Fellow Circuit Admirers,


We are very grateful for all the positive feedback, bug reports and all the support from the players. As you all already know, the game has become so popular that people are even more curious to know all the nitty-gritty details of the game, its history, conception, inspirations and story. So, we have gone and done it again and here are all these questions that have been collected from the community discord and we decided to answer them all here, in one place and to be documented into the history to be available forever to be found by players new and old! The answers are a mix of Antti, Dominic and sometimes both, just like the game's conception story. So, its only logical that the answers reflect that too. Okay enough introduction, here you go for the Part 1 of the Q&A as we got so many questions!

Question #01: Will you guys ever consider adding DLC to the game as time progresses? I love it already in its current state I am just extremely hungry for more content pertaining to it. 'CAUSE I LOVE IT SO MUCH. Antti: For now, the main focus is stability and performance patches, with the occasional adjustments to gameplay wherever necessary. Any additional content or features beyond, that is TBD. Question #02: Were there any circuits planned but rejected/replaced in the final game? Or were all of them pretty much locked in from the start? Antti: Most of the characters appeared in the final game with little to no changes from their initial concepts. There were some slight tweaks, but the broad strokes remained the same through out. No characters were left on the cutting room floor. Question #03: What was your favorite boss to make in the game? Antti: Out of the main eight, Ray, because he was the most straight-forward to code, animate and test. Question #04: The game already has a wide selection of booster chips and burst techniques, but were there a lot of cut/rejected ideas for them during development? Antti: In terms of chips, no cuts had to be made. For techniques, the last few were a struggle to come up with, where some alternative ideas were explored - but these either tended to overlap with existing techniques too much (e.g. one scrapped technique just being a weaker, short-range Flying Strike), or had to be changed to be more unique (e.g. Function Overload originally was a damage buff, but got changed to a speed and double jump buff). Question #05: Where do the robots get their source of energy from? Is it something they can regenerate over time or does it have to be fueled by something? If the latter, what exactly does fuel them? Antti: The common bots have an internal reactor that can keep them going for a fair while, only requiring occasional refueling. This fuel can be produced from the various byproducts the city's various facilities output. In a pinch, some bots may be equipped with solar panels for emergency recharges. On the other hand, Circuits can harness alternative sources on top of this, like Cable could get some extra juice out of being struck by a lightning bolt. Question #06: How tall are all the Circuits, do you have specific heights for them? Antti: Don't think we ever gave this much thought. Probably human sized? Question #07: What was the inspiration to make this game to begin with? Obviously mega man inspired it heavily, but what made you want to make a game like this? Was it due to lack of official mega man content or other reasons? Also to add rq: was there any other robot media besides mega man that influenced this game heavily? Dominic: It was partly because of lack of new mega man content, but we also wanted to make a game combining all the things we love about the mega man games and mix them with other things we love from other games and franchises. Aside from Mega Man, Gundam was a big influence when it came to the designs of the Circuits and Bots. Antti: Various fighting games also served as a source of inspiration for various attacks and techniques. Question #08: Were the circuits designed based on the levels, or the levels designed based on the circuits? Dominic: The levels were designed based on the Circuits. Most of the Rebel Circuit levels were in fact made after their respective boss fight was completed. Antti: This is why some level gimmicks tended to show up in the boss room as well as the level itself. Question #09: Out of the main guardian circuits, who would you trust most with looking after an egg? Dominic: Probably Kai. Antti: Anyone but Crash. Question #10: Why does Hash have four arms? Dominic: So he can [strike]hack[/strike] type faster. Antti: ...does he ever type, though? Question #11: Were there ever ideas to have the Rebel Circuit's techniques be each other's weaknesses, like in MegaMan/X games? Dominic: Very early on during pre-production yes, but it was never put into practice. Antti: Burst Techniques eventually became more like fighting game super or special moves, so it didn't make much sense to make any of them any particular boss' weakness. Question #12: What is in Kernel's files? Antti: Oh, they contain [REDACTED BY GUARDIAN CORPS] and [REDACTED BY GUARDIAN CORPS]. Not sure what the big deal is? Question #13: What is Dominic's favorite circuit? Dominic: I know it's a boring answer, but I like them all equally! Question #14:What music artists inspired the OST the most? This OST is an absolute bop as the kids say! Dominic: Basically most of the music written by the many artists who have worked on the Mega Man franchise, Mega Man X in particular was the main inspiration for the OST. Question #15: What came first when designing the circuits? Their abilities, name, looks, personalities, etc. Dominic: Their abilities, or rather theme/element came first in most cases, then their design and lastly their names. Antti: Trace and Medley's names and titles took particularly long to finalize. We also debated a lot about Blade's "Cooler" Circuit title. Question #16: Do you guys plan on making any more games in the future either like this or any new projects altogether? Also how did you guys manage come up with the idea for this game in the first place? P.s. Love the game so much you all put in so much love and dedication into this game. Antti: Time will tell, might need some recharging before another big project! Gravity Circuit's development happened over many years, nearly a decade in fact, but most of this time only saw on-and-off development and conceptualization, since we were busy either studying or working other jobs. The game didn't enter full-time production until early 2021, so a lot of things changed from the initial ideas or gameplay concepts, with the only real constants being melee combat, platforming and eight main stages. The hookshot wasn't there from the start! We just wanted to make a game in somewhat similar style to our favorite franchise, Mega Man, and slowly built up from there through trial and error.


Stay tuned for more updates and follow us on our official Steam page, Twitter (@GravityCircuit), and join our vibrant Discord community as we all celebrate Gravity Circuit!


https://store.steampowered.com/app/858710/Gravity_Circuit/


[ 2023-08-04 15:15:00 CET ] [ Original post ]



Gravity Circuit
Domesticated Ant Games
  • Developer

  • PID Games
  • Publisher

  • 2023-07-13
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • GameBillet

     14.44 /

     

     
    Game News Posts 36  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

  • Overwhelmingly Positive

    (2030 reviews)


  • Review Score

  • https://twitter.com/GravityCircuit
  • Website

  • https://store.steampowered.com/app/858710 
  • Steam Store



  • [0 B]

  • Public Linux depots

  • Gravity Circuit - a flashy action packed 2d platformer in the spirit of console classics.



    Mission: Stop the Virus Army’s Uprising!
    In a futuristic world populated by sentient robots, its inhabitants are once more threatened by an old foe, the Virus Army. Defeated decades ago, it has re-emerged from the shadows with a unique goal, complete world domination. Severely weakened Guardian Corps are left with no other choice but to call upon a hero of the previous war: the lone operative, Kai, who harnesses the powers of the mysterious Gravity Circuit. As the world's last line of defense, journey through futuristic environments, and take down the evil mastermind behind this chaos.

    Reminiscent of classic platformers from the 80s and 90s, with action dialed to maximum, channel your power into your fists and send foes flying, or grapple them to get up close and personal. In your quest you will acquire many new powers, which will allow you to go even further beyond!



    • Action packed platforming
      By channeling your energy into devastating punches, perform satisfying combos and send foes flying, causing destruction and mayhem in the process!
    • Save the innocent, and power up!
      Stages are packed with secrets and innocent civilians alike. Uncover and rescue them, and unlock new powers!
    • Single player campaign with 12 stages
      Each with their unique set of mechanics, your platforming and combat skills will be tested against an armada of enemies and bosses!



      Gravity Circuit is in active development by a small and dedicated core team. You can follow the game's development via Twitter.
    MINIMAL SETUP
    • OS: Ubuntu 18.04 or newer. Debian 10+
    • Processor: Intel or AMD 64-bit capable processorMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: NVIDIA (Fermi graphics cards or newer). Intel. or AMD graphics card (Radeon HD 5XXX or newer)
    • Storage: 500 MB available spaceAdditional Notes: Tests were performed on Ubuntu 22
    RECOMMENDED SETUP
    • OS: Ubuntu 18.04 or newer. Debian 10+
    • Processor: Intel or AMD 64-bit capable processorMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: NVIDIA (Fermi graphics cards or newer). Intel. or AMD graphics card (Radeon HD 5XXX or newer)
    • Storage: 500 MB available spaceAdditional Notes: Tests were performed on Ubuntu 22
    GAMEBILLET

    [ 5951 ]

    12.59$ (16%)
    10.19$ (15%)
    27.59$ (8%)
    16.39$ (18%)
    12.99$ (35%)
    14.01$ (53%)
    25.79$ (14%)
    17.59$ (12%)
    15.99$ (60%)
    8.49$ (15%)
    8.99$ (70%)
    0.50$ (90%)
    1.36$ (86%)
    16.79$ (16%)
    5.94$ (15%)
    16.99$ (15%)
    1.68$ (89%)
    0.80$ (90%)
    2.00$ (90%)
    41.49$ (17%)
    8.49$ (15%)
    33.97$ (15%)
    8.29$ (17%)
    14.74$ (41%)
    3.35$ (16%)
    13.79$ (8%)
    4.59$ (8%)
    10.73$ (17%)
    7.90$ (74%)
    41.39$ (17%)
    GAMERSGATE

    [ 3198 ]

    2.03$ (77%)
    27.99$ (30%)
    0.51$ (83%)
    33.19$ (17%)
    0.53$ (92%)
    55.99$ (20%)
    3.5$ (65%)
    11.67$ (27%)
    9.79$ (30%)
    2.55$ (83%)
    11.99$ (20%)
    4.12$ (59%)
    1.13$ (92%)
    0.56$ (89%)
    3.0$ (80%)
    0.9$ (89%)
    10.0$ (75%)
    16.87$ (32%)
    3.0$ (80%)
    1.2$ (85%)
    7.5$ (70%)
    14.87$ (40%)
    12.0$ (70%)
    0.38$ (92%)
    0.68$ (89%)
    12.0$ (70%)
    0.56$ (81%)
    9.41$ (69%)
    2.25$ (85%)
    0.56$ (81%)

    FANATICAL BUNDLES

    Time left:

    1 days, 6 hours, 6 minutes


    Time left:

    24 days, 6 hours, 6 minutes


    Time left:

    6 days, 6 hours, 6 minutes


    Time left:

    37 days, 6 hours, 6 minutes


    Time left:

    43 days, 6 hours, 6 minutes


    HUMBLE BUNDLES

    Time left:

    4 days, 0 hours, 6 minutes


    Time left:

    4 days, 0 hours, 6 minutes


    Time left:

    13 days, 0 hours, 6 minutes


    Time left:

    20 days, 0 hours, 6 minutes

    by buying games/dlcs from affiliate links you are supporting tuxDB
    🔴 LIVE