SLICE BACK news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID1139210
- PriceNo longer available on Steam Store
- Release dateComing soon
- DeveloperAtomic Kraken
- PublisherAtomic Kraken
- Parent gameNot available
Genres: Action, Adventure, Indie
Company pages: Developer: Atomic KrakenPublisher: Atomic Kraken
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer
SLICE BACK Steam news
SLICE BACK news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Dev Diary #03 - 26 September 2019
Welcome to the third Dev Diary of SLICE BACK! This sprint 84,62% of the tasks have been completed :) General news 1) We have been thinking about a way to make it easier for us to tweak the maps according to your feedback. The way we were building them was not efficient and we were losing too much time between iterations. We will try this new process on our second map and if everything works well we will then adapt our first map. 2) We have been defining the content we will need to finish the game as we envision it. In your opinion, which are the elements of our game that we should focus on? (more mobs, more bosses, more dialogues or more emphasis on the mood). 3) The conversations with the publishers are going well :) Games progress - What has been done HUD mock-up Mid level boss art, animations and VFX. Mid level boss behaviour tweaks according to your feedback. Rooms and layout system…
- Discover SLICE BACK #02 – AI Choreography - 20 September 2019
AI Choreography In the last Discover Slice Back we talked about Locomotion 2.0. In this week entry we will talk about how we designed our AI to improve the game feel of Groove (our main character). Let’s start from the beginning. In the very first prototype our enemies had one or two attacks and their behavior was really simple - it is important to mark that Groove’s gameplay was also simpler at that time. As gameplay evolved - and Groove got stronger, more agile and, overall, more “hack’n’slashy” - enemies became boring and started to feel out of place. The first step was simple: make enemies more aggressive and turn their behavior more complex.The result wasn’t good enough: they would surround Groove and create imposible - and not fun- situations: two enemies would attack simultaneously making that last attack completely undodgeable. That definitely was not fun: damage was not caused…
- Dev Diary #02 - 12 September 2019
Welcome to the second Dev Diary of SLICE BACK! General news This sprint (we divide our work into two-weeks sprints) we split our time on these three major topics: 1) We analysed the Gamescom feedback and decided to improve the locomotion system of SLICE BACK. 2) We started contacting publishers that could be interested in our game. As you may know, going out there alone can be really difficult and we are looking for a great partner with lots of experience :) 3) We spent the last week-end showing our new build at a local indie event (Indie Dev Day 2) and collected a lot of valuable feedback. Games progress - What has been done Regarding the game development we have been working on the following features: Locomotion system revamped Minor Combat improvements 3rd alien mob art, animations and VFX added The design of the end level boss is done and you can test it on our new build Platforming…
- Discover SLICE BACK #01 - 5 September 2019
These last weeks we heavily reworked the locomotion of our playable character - Groove. Today we’ll talk about these changes and how they affect the game: this friday you will be able to try our new build on Itch.io and tell us your thoughts... but first of all let’s list what our objectives have been from the start: Groove must feel controllable at nearly all times. Both when fighting and when platforming it must feel fluid and agile. Aerial control is needed to properly fight in air. It shouldn't be a challenge to hit enemies in the air. Groove has superpowers. Groove is the Ruler Queen of Air. In order to achieve the gameplay SLICE BACK aims to, we needed to validate all these objectives. We felt Groove was quite controllable and that she could fight in the air comfortably, but both agility and punch were lacking. I mean, she literally has gotten super powers! Who the heck jumps like…
- Dev Diary #1 - 28 August 2019
Welcome to the first Dev Diary of SLICE BACK! General news The last two weeks have been really crazy for us: - We launched our Steam wishlist, Itch.io, Twitter, Discord, Newsletter, Youtube and Facebook pages. - We started our communication to the players and got plenty of feedback from all of you! - Gamescom time!. We had plenty of meetings with potential publishers and will now start following up with them to, hopefully, close an interesting deal :) - We analyzed both your feedback and the insights we got from Gamescom to be aware what features we need to spend the next two weeks polishing. Stay tuned to discover and try the improvements! Games progress Regarding the game development we have been working on the following features: - Tweaking and improving dialogues. - Implementing art and animations for the third mob - yes, the ingame frightening rectangle box. - First iteration - pla…
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