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Sorta Madness Deathwish 3 announcement

7. December 2009 - 21:47 by Arkuni


Okay, I got some good news and I got some bad news.

The bad news is, there won't be any Madness Deathwish 3.

The good news is, there won't be any Madness Deathwish 3, because that would mean that you would have to wait over half a year for the next sidescrolling-perk-choosing-weapon-leveling-goodness. Instead, I've decided to make a spiritual continuation to Madness Deathwish 2, which most certainly will be finished long before Day of Madness 10'.

I haven't decided if I should take a shot at Pico Day 10' or just release it on a regular day. Which determines if I have to come up with a theme of my own or just take the easy way.
Anyway, no more foreplay! Here are some gameplay changes and additions:

* Bullets will now travel instead of exploding near the cursor.
* Survival mode added for non-stop action.
* Story mode added for skippable dialogue and a map which you use to travel to next battle-spot.
* Story mode will not be linear, there will be branching battle-spots and you can at any time visit an already defeated battle-spot to grind for experience or try to earn bonuses by completing unique challenges.
* Completing the story mode will allow you to grind all the way to level <99 and get all the perks and weapons.
* Checkpoints added between battles. machocist mode will NOT have checkpoints! It's do or die.
* Save and load system added.
* Advanced graphic options for people on a low-performancing PC.
* Internal medal system added, will suck Mr. Fulp until he allows me incorporate Newgrounds medals too.
* More varied weapons like; syringe gun, homing drills, undetermined melee weapon, chainsaw and so on. Each weapon with their own experince and unlockable ability.
* More varied perks.
* Armor and helmets will make a more interesting comeback, with the addition of equip-able gadgets.
* Added a "spell" system, but for now, the only "spell" is slow-motion.
* More and different enemy behavior.
* Last but not least, a freaking jump button! I compensated for the last game by also including the ability to perform a double jump.

This is obviously a huge step backwards in terms of simplicity, but I'll be sure to run some local beta testes, just to make sure that everything turns out al'right.

Any feedback? All positive/negative thoughts will be taken into consideration.


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