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Here at Extrokold Games we’ve been working towards getting our 2nd title together, Unearned Bounty. Its a stylized pirate FFA multiplayer battle arena, you sink other player’s and npc ships to earn gold and infamy within the time limit of the match, upgrading your ship along the way and the most infamous pirate wins. The game will be free to play, supported by a bunch of cosmetic upgrades; ranging from different ships and hundreds flags that you earn from matches. We hope to make a fun and energetic game that you’ll enjoy =)

The game is based on a project of mine during college (2012) which has already been greenlit. There is video, link to our devblog during the course, and a playable version that we put together during those 10 weeks. We wrote our own engine for that class so the graphics can be a bit buggy there, but I’m currently making a complete overhaul of the game using Unity 5 and a team of 5 artists ranging from part and full time with experience from Sony & Highmoon Studios. Gary Stentiford and I have gotten a bunch of the base mechanics and networking completed and wanted to start sharing our art process, our kickoff for starting the art was January 9th and we hope to get Steam beta rolling soon.

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“Switch”, this mode is unlocked by earning 100k points on Nightmare difficulty, if you already have the bomb weapon unlocked you’ll already have it enabled after the update.

During this mode at the start of every boss fight the direction that enemies spawn in will switch. You’ll find yourself having to hug closer to the middle of the screen and switch up how you view the game in the process. It is a bit of a tougher mode, with a difficulty curve halfway between Nightmare and Normal, with the switching adding something new to the mix.

Solo Leaderboard
Co-op Leaderboard

New Track

Bobby Rose put together an additional track for the main gameplay track set : The Edge of the Night

Balance & Tweaks

Players now start the game fully charged with their unlocked weapon ability.

Time Weapon Cooldown 100 -> 125
Bomb Weapon Cooldown 100 -> 150
Shield Weapon Cooldown 200 -> 225

Base Snake boss segment health: 1200 -> 2500
Snake boss difficulty health scaling has been increased by 33%
Fixed an issue where the snake boss was dropping extra power ups.

Casual mode difficulty scaling has been increased: 25% -> 50%

Changed: Chaser boss minions spawn closer to the edge of the screen, we’ll be watching this closely in the near future if we brought them in too close or what additional changes we’d like to this boss encounter.
Fixed: Chaser boss was spawning an extra minion after his wave spawn was already complete
Fixed: In co-op dead players were able to pick up power ups

Changed: Co-op mode now has fixed colors for spawning White -> Blue -> Green -> Yellow
Changed: In Co-op mode player bullets are their player color rather then all white
Changed: Picking up an extra life in multiplayer allows a dead player, who died when there were no available lives to spawn in again.
Fixed an issue where a new player who started attempting to spawn when there were lives but choose a weapon when no available lives were available would crash the game.

Added additional SFX layers, there is an issue with the laser boss firing off too many SFX which we’ll fix up very soon.

More coming soon!

We’ll be making additional tweaks and adding in more sound effects in the near future.

We have a complete revamp of our input system allowing hot plugging a controller on Windows and proper key rebinding to support international keyboards that wasn’t able to make it in today but will be coming in this next week.

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