Any gamer/artist needs to take a look at this game & meet your new art idols Maximilian Degen and Simon Kopp. 
I invested in it purely for the art (because HOT DAMN!!) as I never buy platformers.
The game had me rolling around in too many feels almost right away. It was an emotional whack in the gut almost on-par with UP(pixar). 
The music is insanely beautiful too, take a listen: https://youtu.be/geyJKkgjf1s

I don’t EVER promo games but this one deserves a look and WAY more love! <3 don’t let the gorgeous setting fool you either the game is apparently quite hard at times!


10 Platformers…That Are In Development (Part 2)

  • Chasm (procedurally-generated Platform Adventure) [PC + PS4]
  • Witchmarsh (co-op Platform RPG set in 1920s Massachusetts) [PC + maybe also consoles]
  • Owlboy (open-world adventure about a mute owl) [PC + maybe also consoles]
  • Heart Forth, Alicia (Metroidvania RPG) [PC + PS4 + PS Vita + Wii U]
  • Skytorn (procedurally generated action adventure game) [PC + PS4]
  • Lovers In A Dangerous Spacetime (frantic 1- or 2-player couch co-op action game) [PC + Xbox One]
  • Night In The Woods (adventure game heavily focused on story, characters and exploration) [PC + PS4]
  • Death’s Gambit (action RPG side-scroller set in an alien medieval planet) [PC + maybe also consoles]
  • RIVE (intense 360 degree shooting and platforming action) [PC, PS4, Xbox One, Wii U]
  • On Rusty Trails (fast paced platformer) [PC]

This is the second part of the platformers in development series


System: PC

Release: TBA

Developer: KaiserCVR, Fenrir

Devlog: forums.tigsource.com

Description: “Wanderer is a 2D, low-res Sci-fi cinematic platformer/adventure game that tells the tale of a man named Rook, a greying convict who wakes from cold sleep aboard an orbital prison facility that’s crash landed on the ruins of an Earth long since abandoned by humanity. With the guidance of a hacker named Jin, Rook must navigate the station, and struggle to survive against rioting prisoners and the bizarre extradimensional beasts that haunt the dead planet. Core gameplay merges pseudo-turn based combat, puzzle solving, dialogue choice/decision making, and non-linear exploration into a story driven, immersive experience.”


10 Platformers…That Are In Development (Part 1)

  • Curses n Chaos (single screen arcade platformer/brawler) [PC + PS4 + PS Vita]
  • Seasons After Fall (platformer about adventure and exploration) [PC + maybe also consoles]
  • Hive Jump (sci-fi action platformer for 1-4 players) [PC + WIi U]
  • MegaSphere ( sci-fi themed action platformer) [PC + maybe also consoles]
  • Steel Assault (2D sidescrolling action platformer in the style of a late NES game) [PC]
  • Leilani’s Island (cross between Mario, Wario Land, and Donkey Kong) [PC]
  • The Island (action platformer) [PC]
  • Moonman (procedurally-generated adventure game) [PC]
  • Catacomb Kids (roguelike platformer) [PC]
  • Timespinner (2D Metroidvania Platformer) [PC, PS4, PS Vita, 3DS]

This is the first part of the platformers in development series

Ghost Song 

developed by Old Moon Games.  

An actual (super?) metroidvania that’s been in development for a few years, and is hopefully coming out at the end of 2015.  While it definitely looks like a modern Super Metroid, the game is also supposed to borrow elements from Dark Souls.   No hand holding with the gameplay.  :)  The mix definitely gives it a great looking atmosphere.

[Follow on Steam]

Illustration by Ian Barker, follow on Tumblr.


Seasons After Fall

System: PC, Consoles

Status: In Development

Release: TBA 2016

Developer: Swing Swing Submarine

Website: swingswingsubmarine.com

Video: Trailer

Description: “Seasons after Fall is a game about adventure and exploration, crafted with gorgeous two-dimensional visuals.

You are a wild fox embarked upon a perilous adventure, with mystical powers that allow you to manipulate the seasons, and the life of the forest. Powers that allow you to modify the environment by summoning one of the four seasons, whenever and wherever you wants.”

The Last Night

System: PC, PS4

Status: In Development

Year: TBA 2016

Developer: Odd Tales

Website: oddtales.net

Description: “We want to revive the forgotten cinematic platformer genre. We want to pursue the tradition of Another World, Flashback, & Oddworld. We want to lead the next generation of 2D, handcrafted pixel art.

Expect a 2D cyberpunk open world, made up of 4 unique districts each with distinct architecture, cultures and industries.”

Chester United is an awesome new platformer that allows you to swap between characters and visual styles on-the-fly, allowing you to use different abilities and access secrets while showing off some gorgeous level design and animation at the same time.

The original Chester was a solid and well liked platformer, but Chester United looks set to crank everything up to 11, and then some.  Firstly the art styles are gorgeous, Chester United allows you to switch between them at the push of a button, showing off some beautiful artwork, altering the world significantly and allowing you to unearth hidden secrets too.  The styles available in the demo include a snazzy storybook style, a cool retro pixel art style and two sketch styles.

You can also switch between characters once unlocked, playing as Chesters from other Chesterverses, all with different playstyles, strengths and weaknesses.  A particular highlight at the moment is a weird gangly Chester that floats about and barfs teeth at enemies.  The Alpha Demo features 1 overworld, 3 levels, 4 Chesters, and 4 Styles, with a ton of new art styles and characters due to join the roster in the full game, making for an epic platformer with lots of character (literaly), style, and replayability.  Rayman wishes he was this cool.

Follow the Development on Tumblr here

Play the Alpha Demo, Free

Player height and the unexpected consequences

In Skytorn, the player is relatively tall. When we were first designing her, that didn’t seem like a big issue, but in a platforrmer that actually has a lot of interesting (and for us, unexpected) consequences. I thought I’d share one of the biggest issues with a tall player, and how we ended up fixing it.

Here’s an example where a tall player causes issues for jumping / ledge grabbing:

In this case, when jumping at a 3-tile high wall, the player will hit the top of the wall, and then have to wait a bunch of time before she slides down into the ledge-grab position, which feels super awkward. You’ll constantly do stuff like accidentally wall-jump off the wall when you mean to pull yourself over the ledge, because you’re not quite in the ledge-grab position yet.

So, how do you solve this? One thought is to immediately snap into the ledge-grab position, but the distance between the top of your jump and the ledge-grab is way too large, and feels really jarring. OK, so what if you quickly slide down into the ledge grab, over multiple frames? This is a bit better, but it ultimately still feels weird. The player suddenly looks like she’s falling really fast and it’s confusing.

So after talking with Matt a ton, and messing around with the other options, what Skytorn ultimately does is push the player up over the ledge, almost like a little wall-vault. It looks like this:

Interestingly, the original Zelda games have a similar feature, where the player will slide into a sub-grid position when you’re walking, so the player wont get caught on the edges of walls.

Anyway! I find that stuff super cool, so thought I’d share. It’s crazy how man little details, hacks, and tweaks you need to work out on a game.

(note: as Sean Barrett pointed out, the actual ratio between tile-size and player size isn’t what determines if this issue occurs or not, and I’ve updated this to reflect that).