Beat em' up - IndieGames https://www.indie-games.eu/en All about Indie Games Fri, 20 Jun 2025 10:25:12 +0000 en-GB hourly 1 https://wordpress.org/?v=6.8.1 https://www.indie-games.eu/wp-content/uploads/2023/10/cropped-logo-ig-novo3-32x32.png Beat em' up - IndieGames https://www.indie-games.eu/en 32 32 IGS Classic Arcade Collection donosi retro nostalgiju na PC 2025. godine https://www.indie-games.eu/en/igs-classic-arcade-collection-brings-retro-nostalgia-to-pc-in-2025/ https://www.indie-games.eu/en/igs-classic-arcade-collection-brings-retro-nostalgia-to-pc-in-2025/#respond Fri, 20 Jun 2025 10:25:12 +0000 https://www.indie-games.eu/?p=26501 Igre zadržavaju svoj izvorni sadržaj, te pružaju isti osjećaj iz arkada koji dočaravaju atmosferu tog doba.

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H2 Interactive has some news for arcade fans: the IGS Classic Arcade Collection will launch on PC via Steam in 2025. The official Steam page is now live, featuring a trailer that showcases the retro action. This collection brings eight beloved arcade games from Taiwanese developer International Games System (IGS) to PC for the first time, offering a nostalgic trip for long-time fans.

The IGS Classic Arcade Collection includes three titles from the Knights of Valour series: Super Heroes, Plus, and 2: Nine Dragons, all inspired by the Chinese epic Romance of the Three Kingdoms. Beyond these beat-’em-ups, you can dive into Oriental Legend and its enhanced version Spooky, the wuxia-themed The Gladiator, the run-and-gun shooter Demon Front, and the one-on-one fighter Martial Masters.

The games keep their original content, offering the same feeling from arcades, complete with old visuals and classic sound effects that capture that era’s atmosphere. For easier access, the collection includes player-friendly features like adjustable difficulty settings, welcoming beginners while still challenging veterans. A save-and-load function lets you retry tough parts anytime, ensuring a stress-free experience without losing the arcade’s competitive feel.

Online multiplayer is a great addition, with select titles supporting up to four players in co-op. Friends can team up against tough bosses or compete for high scores on global leaderboards. While the Switch version faced mixed reviews for issues like audio emulation and slowdown, H2 Interactive aims for a smoother PC experience.

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Brutalni beat ’em up Acts of Blood otkriven je na ovogodišnjem Summer Game Festu https://www.indie-games.eu/en/brutal-beat-em-up-acts-of-blood-was-revealed-at-this-years-summer-game-fest/ https://www.indie-games.eu/en/brutal-beat-em-up-acts-of-blood-was-revealed-at-this-years-summer-game-fest/#respond Mon, 09 Jun 2025 08:50:55 +0000 https://www.indie-games.eu/?p=26120 Acts of Blood focuses on fast and brutal close-quarters combat.

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In the summer of 2026, action game fans will be able to dive into Acts of Blood on PC via Steam. This beat-’em-up adventure, developed by the Indonesian solo developer Eksil Team, is set in a dystopian version of Bandung, Indonesia. It combines intense close-quarters combat with a revenge-driven story, promising an emotional and action-packed journey that hooks you from the start. A new trailer was showcased at the recent Summer Game Fest.

The story follows Hendra, a young law student whose life unravels after his family is killed by his father’s business rival. Betrayed by a corrupt legal system that protects the murderers, Hendra takes justice into his own hands. His quest for revenge drives the game’s narrative, leading you through a dark, emotional journey filled with high-stakes action as he seeks to dismantle the powerful organization responsible for his family’s death.

Acts of Blood focuses on fast and brutal close-combat fighting, utilizing a mix of devastating punches, blocks, and cinematic finishing moves. A wide arsenal of weapons, from baseball bats and knives to pistols and rifles, lets you customize your combat style and experiment with various attacks. The game also incorporates the environment into gameplay, allowing you to smash furniture or use objects as weapons. Additionally, traditional parkour elements like running, jumping, and climbing enable fluid movement through levels and provide tactical advantages.

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Retro brawler Scott Pilgrim EX vraća se s vremenski iskrivljenim preokretom, a donose ga tvorci TMNT: Shredder’s Revengea https://www.indie-games.eu/en/retro-brawler-scott-pilgrim-ex-returns-with-a-time-warped-twist/ https://www.indie-games.eu/en/retro-brawler-scott-pilgrim-ex-returns-with-a-time-warped-twist/#respond Sat, 07 Jun 2025 09:41:38 +0000 https://www.indie-games.eu/?p=26057 Scott Pilgrim EX Revives the Beloved Universe, First Seen in the 2010 Game Scott Pilgrim vs. The World: The Game.

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Unveiled at Summer Game Fest 2025, Scott Pilgrim EX, developed by Tribute Games in collaboration with Universal Products & Experiences and series creator Bryan Lee O’Malley, is a new side-scrolling beat ’em up set to launch in early 2026 on PlayStation 5, PlayStation 4, Xbox Series X/S, Nintendo Switch, and PC via Steam.

Scott Pilgrim EX Revives the Beloved Universe, First Seen in the 2010 Game Scott Pilgrim vs. The World: The Game. The action unfolds in a ravaged, time-warped Toronto, overrun by three rival gangs. You’ll follow Scott Pilgrim, Ramona Flowers, and five other playable characters in a battle to save the city. The story, co-written by O’Malley, draws inspiration from the Netflix series Scott Pilgrim Takes Off (2023), introducing time travel and fresh narrative twists.

Expect a chaotic mix of fists and weird weapons in a brawler that rewards strategy and improvisation. The game supports up to four players in local and online co-op, with each character boasting unique move sets and upgradable stats. Plus, light RPG elements and nonlinear exploration sections let you roam Toronto freely, uncovering its history, “easter eggs”. and special items.

Tribute Games, known for TMNT: Shredder’s Revenge, brings its retro gaming expertise, while pixel artist Paul Robertson and series director BenDavid Grabinski add authenticity to the project. “This game is about friendship, our love for video games, music, and punching robots in the face,” O’Malley stated.

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[PREVIEW] Dead as Disco – Incredibly Fun Rhythm Game https://www.indie-games.eu/en/dead-as-disco-fun-rhythm-game-preview/ https://www.indie-games.eu/en/dead-as-disco-fun-rhythm-game-preview/#respond Sat, 31 May 2025 12:13:06 +0000 https://www.indie-games.eu/?p=25690 Sometimes, a game surprises you by being far better than expected.

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Sometimes, a game surprises you by being far better than expected. When I first saw the trailer for Dead as Disco, I was a bit skeptical: a great idea, a rhythm genre I love, plus a bunch of fist fighting – what could go wrong? The incredible part is how perfectly the rhythm mechanics work, allowing you to import your own songs and choose the BPM. While the demo did give a taste, it felt more like an early alpha than a proper demo, offering only a tutorial and a slight story tease without even a boss fight. Still, the infinite mode gives a good preview of the fun awaiting in the full game.

Simple Yet Really Fun Gameplay

The gameplay is simple: attack, dodge, parry (with optional visual cues that can be turned off), and chain together finishers and charged attacks for powerful combos. These combos are crucial for high scores on the leaderboards in infinite mode. But the real intrigue lies in the story mode. It’s a non-linear, handcrafted tale of reunion, revenge, and redemption set in a world broken by music, fame, and betrayal. A decade after their band split, the surviving members of Dead as Disco are planning a reunion concert for Charlie. They have no idea he’s returned from the grave to confront them and reveal the truth of his death.

While the demo effectively showcases the combat mechanics – from impressive finishers to enemy recoil and dodgeable heavy attacks – it also highlights how to recover health by collecting the pods on the ground or how to get back your step by refocusing on the rhythm. This game doesn’t require perfect timing; it aligns with the beat, but your main focus remains on the visual cues and enemy actions. Your character will ensure hits land on time and combos flow perfectly with the rhythm after you stun an enemy for example.

Dead as Disco tests your strategic thinking

Visually, the game is stunning, with a strong neon and cyberpunk vibe. While the ability to import your own songs is a great idea, it could be smoother. Manually matching the rhythm can be tricky and imprecise. Thankfully, the game also offers a streamer-safe original soundtrack and various licensed tracks. This built-in selection already gives you a clear idea of what the full experience will be like.

Dead as Disco plays perfectly with both mouse and keyboard, and a controller. Devs are also considering adding multiplayer, though it’s unclear how that will work. Just like in games such as osu!, the global and friend leaderboards are surprisingly competitive. Even if you’re in the top 10, aiming for first place is incredibly fun. The game isn’t overly punishing if you get hit; instead, it focuses on building combos and using all available tools. While osu! tests reflexes, this one truly tests your strategic thinking.

Demo is going to be part of the Steam Next Fest

Another great feature in Dead as Disco is the invulnerability you gain during special cut scenes while fighting, which is a welcome addition. Personally, I would have preferred this to be an optional setting for players. I enjoy a tougher challenge, for instance, instead of being fully invulnerable during an attack, it would be interesting to be forced to parry or dodge to avoid damage. A bit more difficulty in such moments could be a great addition.

Demo is available now, likely until the end of Steam Next Fest, and it’s already convinced me: this is a must-try for any fan of rhythm, action, or music games. The sheer replayability, thanks to being able to import your own songs, combined with the immense satisfaction of beating down waves of enemies, makes Dead as Disco incredibly fun to experiment with. While the animations might eventually feel a bit repetitive, you’ll constantly be surprised by how immersive it truly is.

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Dead as Disco predstavio je ritmički nabijenu beat ’em up borbu u prvom traileru https://www.indie-games.eu/en/dead-as-disco-unveils-neon-charged-beat-em-up-with-musical-combat/ https://www.indie-games.eu/en/dead-as-disco-unveils-neon-charged-beat-em-up-with-musical-combat/#respond Mon, 28 Apr 2025 17:25:21 +0000 https://www.indie-games.eu/?p=24221 Your beats sync up seamlessly with the music.

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Brain Jar Games has revealed the first trailer for Dead as Disco, a vibrant rhythmic beat ’em up drenched in neon aesthetics, set to launch on PC via Steam at an unannounced date. The game follows Charlie Disco, a fallen music icon seeking vengeance against his former bandmates, the Idols, in a single night of high-stakes action.

The story unfolds in a non-linear, handcrafted narrative of reunion, revenge, and redemption, set against a world fractured by music, fame, and betrayal. Ten years after the band’s breakup, the living members of Dead as Disco plan a reunion concert to honor Charlie, unaware that he’s back to confront them and uncover the truth behind his death.

Combat is the heart of the game, with punches, kicks, and takedowns syncing seamlessly to the soundtrack, creating a rhythmic flow dubbed “Beat Kune Do.” Mastering this musical combat unlocks new talents, moves, and dances, enhancing Charlie’s abilities. You can customize the experience by adding your own songs, alongside a streamer-safe original soundtrack and licensed tracks spanning multiple genres.

The game’s world is rich with customization, allowing you to collect flamboyant fashion inspired by the stars of Disco’s universe, ensuring Charlie always looks the part. You can also personalize the Dive Bar, a hub where collecting memorabilia unlocks pieces of the band’s true story, deepening the narrative. The hand-drawn, neon-soaked visuals bring the chaotic world to life, blending retro and modern vibes.

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Dotemu je najavio akcijski RPG Absolum, izlazi kasnije ove godine za PC i konzole https://www.indie-games.eu/en/dotemu-has-announced-action-rpg-absolum/ https://www.indie-games.eu/en/dotemu-has-announced-action-rpg-absolum/#respond Tue, 04 Mar 2025 19:14:37 +0000 https://www.indie-games.eu/?p=21930 Dotem is known for reviving classic franchises through modern remakes and adaptations.

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Publisher and developer Dotemu (known for titles such as Streets of Rage 4 and Teenage Mutant Ninja Turtles: Shredder’s Revenge), along with Guard Crush Games (Streets of Rage 4, Streets of Fury EX) and Supamonks, have announced Absolum, a “rogue ’em up” action RPG set to release later this year for PC via Steam, Nintendo Switch, PlayStation 5, and PlayStation 4.

After revitalizing the beat ’em up genre with critically acclaimed titles, Dotemu and Guard Crush Games have teamed up with top-tier animators and artists from Supamonks to create Absolum. Their goal was to merge the thrilling arcade-style action from their past projects with an innovative approach that enhances accessibility and replayability.

You will be able to unlock items, quests, and permanent upgrades for your heroes, while also exploring the depth of the combat system through various skill combinations and challenging missions. The announcement trailer introduced two out of four playable heroes: Galandra, a swordfighter specializing in close combat, and Karl, a dwarf with devastating melee attacks and a rifle for ranged combat.

Dotemu is well known for reviving classic franchises through modern remakes and adaptations, but with this title, they are stepping into the world of original IPs. Dotemu’s CEO Cyrille Imbert emphasized that their current goal is to push the genre’s potential in a way that stands apart from traditional brawlers.

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Akcijsko-avanturistička igra Big Helmet Heroes izašla je danas https://www.indie-games.eu/en/co-op-adventure-game-big-helmet-heroes-launched-today/ https://www.indie-games.eu/en/co-op-adventure-game-big-helmet-heroes-launched-today/#respond Thu, 06 Feb 2025 21:35:45 +0000 https://www.indie-games.eu/?p=20654 Fantastic kingdoms, lovely knights and one goal: to save the princess.

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French indie developer Exalted Studio and publisher Dear Villagers are inviting players to save a princess solo or in local co-op in their action-adventure game Big Helmet Heroes, which launched today. This colourful 3D beat’em up is available now on Xbox Series X/S, PlayStation 5, Nintendo Switch, and PC (via Steam).

Fantastical realms, adorable knights and one goal: to save the princess. This 3D beat’em up adventure full of surprising worlds enoucrages you to uncover great challenges by engaging in visually stunning battles. Explore levels that push the boundaries of creativity while choosing the best abilities out of 29 unique heroes.

Harness the power of 4 distinct combat styles. use your surroundings to your advantage by wielding whimsical and funny weapons. Try out The Warrior, the Brute, The Rogue and The Monk then pick the one who matches your playstyle the most. Experience the joy of cooperative gameplay in local co-op mode: tackle enemies together, strategize your next moves, or just enjoy the chaos of battling side by side with your friend.

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[Q&A] Little Monster – Josh Lessard https://www.indie-games.eu/en/little-monster-josh-lessard-interview/ https://www.indie-games.eu/en/little-monster-josh-lessard-interview/#respond Fri, 08 Nov 2024 18:09:58 +0000 https://www.indie-games.eu/?p=17589 We recently had the opportunity to speak with the creator of Little Monster, Josh Lessard.

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Little Monster is a fast-paced beat ‘em up game where you play as Stormy, a small but determined monster battling nightmare spirits to protect us while we sleep. This 2D game merges classic beat ‘em up action with roguelike elements and arena-style gameplay. Players will punch, dash, fly, and shoot through three unique realms, all while working to rescue Stormy’s friends.

We recently had the chance to speak with the game’s creator, Josh Lessard, discussing his experiences showcasing Little Monster at live events, what players can expect from the game, and his journey as an indie developer. Excitingly, Little Monster will launch a Kickstarter campaign on November 20th, and you can already wishlist it on Steam.

We also tried out the demo version of the game, check our first impressions in the video below.

Let’s start by getting to know you better. What inspired you to become a solo developer, start creating your own games, and open your own studio? How much did your childhood shape this decision?

It all started when I used to watch my dad play his Atari. I was fascinated by the game’s objectives and how you got to control what was on screen. When my brother got his NES my love for gaming grew as its enhanced graphics got me excited about the possibilities of interactive entertainment. To me, the NES solidified video games as being the dominant form for storytelling and entertainment.

It wasn’t until I got my own console, the Sega Genesis, that my family started taking weekly trips to blockbuster, exposing me to games like Earthworm Jim, Vectorman, and Mario Tennis. Games that to this day still inspire me in their simplicity and fun. It was around this time that I started to take an interest in how games were made. I remember adoring my Mortal Kombat 3 strategy guide referencing character art and behind the scenes artwork.

That love for development never left me and in my early 20’s I started to create small games using GameMaker. I took it upon myself to learn the basics of game design and how to code via YouTube. After having about 4 to 5 of these small, but complete games under my belt, I decided to develop and publish one for the public. My studio Onedrr (“Wonder”) was born out of the idea that games can transport us to wondrous worlds with memorable characters and experiences.

I want my games and people under this brand to “dare to wonder.” My first game under the banner was a puzzle game called Cross 4 for the Google Play Store. I wanted to start with something simple as a focus on self-publishing was important to me. After learning some of the ins and outs I felt confident enough to work on something a little bigger. Now I act as publisher, programmer, and artist on Little Monster, a beat ‘em up game slated to be released on Steam and planned for consoles.

Little Monster is a beat-’em-up game with a unique twist on fighting the monsters that we can find “under our beds”. What drew you to this concept?

I have a box full of sketches and game ideas that go back to my teens. After publishing my first game, Cross 4, I wanted to create something a little bigger in scope. I rummaged through my box of ideas and spotted this sketch of a little monster looking up and ready to fight this dark looming spirit with a skull on its face. I didn’t have a story behind these two characters, but the distinctiveness and simplicity of both characters had me thinking I could come up with something.

As a fan of Kingdom Hearts, the heartless on there always seemed like the physical manifestation of a nightmare to me. I took this idea and created the sketch of the spirit. Since the spirit looked more menacing than the monster I thought, “what if the monster was the nice one and the spirit causes harm, harm that monsters tried to fix?”.

Then it all just clicked and the draw that kept me passionate about this premise was the twist that monsters actually being friendly instead of scary. I love how relatable this concept is to kids, and it reminds adults of their youth and simpler times.

Can you walk us through the gameplay? How can we fight these monsters, what roguelite elements can we expect, and how challenging are the bosses?

In Little Monster, levels are arena-based, requiring players to defeat a set number of enemies within a confined space. Each level transports Stormy to a new realm, there are three in total: the monster realm, human realm, and nightmare realm. The game’s core loop includes a sequence of battles in each realm, a boss fight in the nightmare realm, and a special stage in either the human or nightmare realm. After completing the special stage, the loop restarts with new enemies, rescue missions, special items, and bosses. As players earn experience points, they can unlock new items in the shop.

The player has a 3 hit combo and can chain other attacks like a ground pound, spin attack, and dash punch while taking on spirits. On top of Stormy’s standard attacks, you can also stockpile strike items that allow the player to call upon special monsters that instantly take out spirits. You can unlock more strike items as you progress through the game and restock them via the shop at the end of each stage. There are also 6 monster friends to rescue after each boss. Once rescued, you can call upon them to clear entire areas of spirits, like a screen clear attack.

At the end of each stage, you can choose to purchase strike items and/or choose a special perk for the next stage. This is where the roguelite aspect comes in. Some of these perks may include more orbs (your health in the game) at the beginning of the next stage, your power meter filled at the beginning of the next stage, regenerative orbs throughout the next stage, and more.

There is only one boss in the game so far but there is a plan to add at least 4 more. You can’t just whale on the bosses like you can on smaller spirits. Instead, each boss employs a strategy usually involving stormy having to turn a boss’s own attacks against them.

What story does the game follow? Could you give us a brief overview of our main mission in the game?

You play as Stormy, a little monster who is fresh out of training and his mission, along with other chosen monsters, is to keep nightmare spirits from invading the human mind as they sleep. These spirits infect dreams and if enough invade they will turn the dream into a nightmare.

Fed up with the monster’s interference the master spirits send its pawns to the monster realm itself. As the monster’s are thrown off and surprised by this attack several top monsters and nightmare hunters are kidnapped. Being fresh out of training the spirits don’t see Stormy as a threat and because of this he becomes the only one left to counter this attack. Now he must prevent the spirits from infecting humans while rescuing his friends from the master spirits. His journey will take him to the nightmare realm itself, the very heart of darkness.

If you had to pick a favorite monster in the game, which one would it be? How did you come up with its design? Also, what can you tell us about Stormy?

The main character, Stormy, is my favorite due to me being able to explore his personality more. He’s the silent type so I like the challenge of showing off his feelings and thoughts with limited facial features. He’s also surrounded by other monsters who can talk so I like that dynamic. He’s the typical underdog and I think that’s always intriguing. Stormy is passionate and dedicated to becoming the best nightmare hunter. He’s loyal and has a true passion for helping humans, especially children.

The idea behind his design was to create something instantly recognizable, even from a distance, and something even children could and/or would love to draw. Plus, as a solo developer, his simplistic design makes it feasible for me when working on the games animations and artwork.

How long has the game been in development, and how much playtime will it take to achieve 100% completion?

I’ve been working on the game for about two years now. The core gameplay, its loop, and game features are completed minus feedback changes. More bosses, enemy types, and background variations still need to be completed from the ground up. I also plan to add more fluent animations and polish. The core campaign should take about 3 hours to complete with a repeated play in the dark mask mode.

This is sort of a game plus mode has the player tries to complete the game with a cursed mask on. A mask that encompasses the screen with darkness over time obstructing the player’s view. There are also 12 shmup mini games that can be unlocked in the shop at the end of each stage. 100% completion should take about 6 hours.

How strong will the enemies be, will there be more normal and elite ones? How long does it usually take to complete one level?

Standard spirits (normal ones) will be more frequent at the beginning of the game. Elite ones like the brute, the corrupt, the spirit trap, and the fragmented spirit will appear more frequently as the player progresses. These elite nemies will eventually replace lower tier enemies. It usually takes about 5 minutes to complete an area with plans to possibly extend that. The game will have a total of 30 stages.

I’m curious about the music; it’s quite relaxing. Was there a reason for choosing this tone over a more haunting soundtrack?

I wanted the music to be dark but lighthearted at the same time. Think Danny Elfman meets whimsy. With the idea of monsters being scary and misunderstood there’s still this dark element but their helpful/gentle nature calls for something more friendly as well. I’m still in the market to find a composer so most of the music will change but the current music is the direction I want to go. I would like to make the music faster and exciting though, like the boss’s theme, as I believe this matches the fast gameplay more.

How successful was Steam Next Fest for you? Could you share any insights or data?

My audience is still quite small, but I did almost double my whislists during Steam Next Fest. My marketing budget is super tiny, I’m going to school, working full time at Disney, and marketing everything myself so it’s been challenging, especially when it comes to reaching my audience. I have a few things in the works that hopefully help with this though.

How has your experience been promoting the game through various showcases? Have they made an impact?

Physical expos have made the most impact for me so long as I remember to push my newsletter and Steam page. Seeing people play my game in person is super helpful when notating changes and improvements so there’s definitely value in that. I also think creating a connection in person, talking about my game’s development and story, helps to shape dedicated fans.

I’m attending Free Play Florida again this year so I’m looking forward to that. Plus, so much of my time is spent on the computer so it’s super nice to get out and talk to people in person about my game. I think the biggest returns happened during Steam Next Fest and some of my in-person events. I also made sure to stream when I could during Steam Next Fest.

What’s it like being a game developer in the USA? Do you feel the industry is saturated with competition?

I definitely feel the industry is saturated right now and I believe it’s a big factor in me reaching my audience. I know my audience is there but due to my limited time and resources it’s going to take some time to reach them. I’m not sure if this is strictly a United States issue but it’s a double-edged sword. I love that everyone gets to put their games out there, heck, the ability to do so has helped me, but it does make things a bit crowded, even in my market.

The beat ‘em up market is gaining momentum and every time a new brawler is released I both love it, since I love the genre, and get a little discouraged as it saturates things. This is why I’m also actively looking for a publisher, so they can help me with exposure and marketing.

When can we expect the game to release, and will it be available on both PC and consoles?

The plan is to release it on Steam by the end of next year and on consoles later. It’s first and foremost a console experience, as most beat ‘em ups are, so the goal is definitely console. If I can’t find a publisher to help me with console porting, then my plan is to dive into my Nintendo developer account again.

Croatian translation coming soon!

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Pripremite se za krvavu borbu u igri Terrifier: The ARTcade Game, koja izlazi 2025. https://www.indie-games.eu/en/terrifier-the-artcade-game-releasing-in-2025/ https://www.indie-games.eu/en/terrifier-the-artcade-game-releasing-in-2025/#respond Tue, 22 Oct 2024 15:59:54 +0000 https://www.indie-games.eu/?p=16791 Warning: this game is not for players of a nervous disposition.

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Just after the release of Terrifier 3, the action game featuring the iconic Art the Clown was announced with an official trailer. This bloody retro fighting game from developer Relevo will be full of frenetic action and references to the Terrifier franchise. If you’re not afraid of gory murders, feel free to add this title to your wishlist on Steam.

Step into the pixelated world of Terrifier: The ARTcade Game inspired by the classic beat ’em up productions of the 80s and 90s. Become Art The Clown, the sinister and unpredictable villain from the Terrifier series, as you unleash chaos across various locations. Each stage is a movie set where a film about Art is being produced, but your task is to disrupt the show and get rid of the witnesses.

From chainsaws to cleavers, pick up a variety of weapons to turn your enemies into pulp. Prepare yourself for intense boss battles that will test your skills, as you travel through multiple stages, each with different paths to explore. Team up with up to 4 players for a chaotic local co-op experience: work together – or against each other – in various game modes.

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Akcijsko-avanturistička igra Monster Run dolazi na PC krajem kolovoza https://www.indie-games.eu/en/monster-run-is-coming-to-pc-in-late-august/ https://www.indie-games.eu/en/monster-run-is-coming-to-pc-in-late-august/#respond Mon, 22 Jul 2024 10:16:24 +0000 https://www.indie-games.eu/?p=13336 In this dark fantasy game, you play as a furious monster cat determined to destroy the human empire ravaging your forest.

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Step into the paws of a giant, fire-breathing monster cat and defend your home forest against the greedy human empire in Monster Run. Developed by Interactive Fate, the co-creator of the acclaimed Circle Empires, and published by Iceberg Interactive, this game blends beat ’em up and bullet heaven genres with roguelite elements.

In this dark fantasy game, you play as a furious monster cat determined to destroy the human empire ravaging your forest. The game features 21 locations and 30 missions in an evolving single-player campaign map.

Additionally, overcome challenges to unlock new supernatural abilities, with over 100 upgrades available. Utilize 11 unique attacks, from terrifying roars to shooting electricity from your paws, and even summoning a shower of blades.

Monster Run will be available on Steam, Epic, and GOG on August 27, 2024.

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