Hi all,It’s a pleasure to be here to speak with you all! My name is Alexander Birke, and I’ve been working on Laser Disco Defenders, a “self-inflicted bullet-hell” where each shot you fire stays in the level and can hurt you, so the more you shoot the harder it gets!This week myself and Excalibur Publishing released Laser Disco Defenders on PS4.
Each laser you fire stays, so the more you shoot the harder it gets! Help the Disco Defenders take out the evil overlord Lord Monotone and save the galaxy - and it’s taste in music in this groovy twin stick shooter. Novel persistent bullet hell mechanic will keep you on your toes!
It's currently 30% off for PS+ members. If you haven’t heard of the game, please check out our trailer, which is linked at the bottom of this post, along with all the other links you could possibly need. The game is already out for Vita as well.I’ll be here over the day, and after that will return to this thread tomorrow to answer any left-over questions you all have. I would be happy to answer questions you have about Laser Disco Defenders on PS4 and PS Vita or just working on games in general.So go ahead and start shooting some questions! I'll be answering them until around 10 pm BST tonight and look again at 10 am BST tomorrow.Links to Laser Disco Defenders-Other games I worked on-Social Media-.
It depends on if you do it completely yourself, have a publisher help with parts of it, or hand the whole porting over to a publisher. The less you have to do with it the more you can expect the publisher to take a part of the cut.
I went with the middle route where I did the porting myself but my publisher Excalibur Games did QA (testing the game for bugs) and marketing. The biggest hurdle when doing console is to pass through certification, which is essentially a long list of requirements the game needs to meet before they can be sold on PSN. That's why console games tends to be less buggy than PC titles.The biggest hurdle was to design a user interface that would work well both on console and PC or said in another way worked both with mouse and keyboard and just a controller. I'm happy with how it ended out but it took a lot of work to get it to feel good for both input methods. This looks like a really cheesy good game!It depends on if you do it completely yourself, have a publisher help with parts of it, or hand the whole porting over to a publisher.I have been thinking of entering the indie scene, but has no experience (and no friends in the field). How did you go about finding a publisher and was it hard to land a deal?
How would you recommend someone like me enter the fray?PS, I have been to Denmark a few times when I stayed in Norway. The boats go back and forth. I love Denmark!.
I wanted to do a game with a cheesy sci-fi aesthetic ever since I saw. It was first when I started development on LDD for real I realized how close it actually is to the style of of the late 70s. You see Star Wars came out and it started a space opera craze which led to Space Disco as a genre. It also led to these wonderfully bad knock offs such as (if you ever wanted to see Han Solo be played by The Hoff, this is your movie).I use game jams as a way to come up with new game mechanics.
The concept of ever bouncing lasers for Ludum Dare. As you can see the game looked quite different! I choose the space disco aesthetic because all the lasers bouncing around reminded me of the light show on a dance floor.
It also turned out to provide a lot of inspiration for the enemies and environments in the game.