Hello Polycount
We've been busy at Shield Break Studios and finally releasing our debut title, Bierzerkers, onto Steam Early Access in 2 days. Super exciting and scary. We really want to support user generated content Valve style down the line so I can't wait to get some polycounters involved
Here are some screenshots and artwork.
Check more out at
http://www.bierzerkers.com or
@Shield_Break on Twitter
Cheers,
Will Harris
Co-Founder/Lead Designer @ Shield Break Studios
Replies
Here's a video of some dude playing it: https://youtu.be/sSp2osvbG7E
and here's the Steam link: http://store.steampowered.com/app/348460/
At first I thought the name was a simple pun, but then I realized that was an I, not a second E.
I'm really curious now what that name is about.
That banner is cool; love the subverted trope of dwarves typically being ale-quaffing drunkards. I can't say I've seen one portrayed looking bored with a cocktail before.
all your promotional shots are so nice and clean and the logo (the yellow version) is exceptional, but the ingame UI is very messy and inconsistent in style and that drags down the visuals a lot imo. Try going for your own style and do it in one stroke, it looks very alpha atm.
Id also go away from the condensed modern font, Overwatch kind of took that for them and they have larger marketshare and its a similar game, its their signature style.
Gameplay looks good, proper feedback and everything looks well working, do you have any
outgame progression so far? It is vital for long term interest and i would strongly recommend spending decent amount of time on it else players will inevitably vanish no matter the quality of the game.
The big guy healing with beer is very cool too
Grimwolf / Bek : yep it's just a simple pun about Bier(beer) and Berserkers(the crazed viking warriors who would eat mushrooms before going into battle). We don't take ourselves too seriously so we wanted the title to reflect that.
Shrike, Thanks for the feedback! Yeah our UI is pretty much ripped from Overwatch right now. We are a small team and we don't have a lot of resources, so we went with something we know works and that we know they spent a long time and a lot of money focus testing. So we figured starting with that wouldn't be a bad starting point We'll add our own touch once we can dedicate one of the artists to doing a real pass, but they are swamped getting in other content for Early Access atm. Progression exists in a simple form and we are working on long term progression right now (where you can customize your gear and hats and whatnot).
Cheers,
Will