Exoder's Steam Page is now open! Huzzah!!
PSA PSA PSA PSA PSA PSA PSA PSA PSA PSA PSA PSA
Exoder needs some able bodied late stage bug testers to run through the game, spot any bugs, issues etc. and give some general feedback before release.
All you have to do is write a brief report and submit it and you'll be granted the oh so prestigious honour of having your name in Exoder's credit sequence.
If you volunteer you'll be given a steam key which grants you early access to the game.
You get a free game. What more do you want from me!
This is time sensitive so don't hesitate, if you do you might have to add not getting into Exoder's credits onto your long list of life regrets.
PM me or email me at if you are interested.
Q If I don't beat the game or I'm not very good at it, will my input really matter?
A Yes. Even if you can't beat the game it's very useful to get as many hands and eyes on the game as possible to weed out any lingering issues and bugs. You don't need to be any kind of an expert.
Q But Brookesy, I've never bug tested before, I don't know what I'm doing.
A Neither do I!
Thank you for your cooperation.
Try the PLAYABLE DEMO on Itch.io
Or download it on Indiedb
Or play it in your browser in the Scirra Arcade
Exoder is a frantic, fast-paced, challenging 2D platformer.
Pretty simple concept (and a departure from my last game which was a bit too obtuse for its own good) but with a few twists that keep things fresh and (hopefully) fun.
Exoder's central idea is to capture the haste and fervour you feel at the very end of Metroid when you are attempting to escape Zebes only stretched out through an entire game (and with a lot more variety and obstacles).
The game is broken up in to two stage types.
The first type is a vertical climb where the player jumps, climbs, avoids and deflects enemies and obstacles while a constantly rising, instant death enemy follows behind you.
The second type has the player push through horizontal, auto-scrolling sections.
Each level will culminate in a boss fight. In total there will be seven levels. 4 Vertical and 3 horizontal.
First boss fight, the three boxes
The plan is to make the transition between the levels seamless, no score screen or story gunk or anything, just constant, non stop action.
First boss design
The goal is to make an action game that technically doesn't actually involve any explicit combat. Your attack is less of an attack and more of a shield which you use to stop projectiles, but most of the enemies and obstacles themselves can't be destroyed, merely bounced off of.
All of these gifs are from the initial prototype of the first level. Currently the first level can be played from start to finish, though admittedly it is extremely difficult in its current state.
The number one design problem at the moment is figuring out how to maintain a sense of frantic, satisfying mayhem without making it near impossible to beat, and without constant checkpoints.
Powerups are also a big part of the game but more on that later.
I'm panning on releasing a demo of the first level for feedback when it's all done so stay tuned for that!