No Place for Bravery: Pixel Art Time Manipulation Roguelike
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Good work bro!

i focus on the composition and framing of my images and the silhouettes of my objects more than on the quality or complexity of the models or materials. http://geometrydashfree.com/

by Duacan
1 days ago

hello Alexander, I really loved your these draw works. I loved cathedrals too.I started 3ds Max new. And I really really want to meet you, if you wanna to do. By the way, my name is Duacan, from Turkey. also Im working for learning and speaking German. Cause Deutschland is the my first country for living. Whatever, take care yourself, Tschüss. insta: 06optimusprime06

No Place for Bravery: Pixel Art Time Manipulation Roguelike
14 October, 2016
News
No Place for Bravery is kind of a tough nut to crack. It looks like Superbrothers: Sword & Sworcery EP with hints of Banner Saga and large doze of Hyperlight Drifter. However, it actually plays nothing like those two great games.

The story of ‘No Place for Bravery‘ is centered around a group of adventurers, who are ‘fighting the lost war’. The civilization has fallen, godlike entities are wiping out the rest of humanity. This premise alone makes the game interesting enough, but there’s more.

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Yes, this game looks absolutely beautiful. Ancient gods, pixel art, tiny warriors. I love it.

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The guys from Glitch Factory are using the same kind of storytelling used in Dark Souls or Hyper Light Drifter. You explore the world and learn little bits of information about the world through the environment, mysterious events and strange mechanisms. The more times you play, the more you’ll learn about the world.

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There’s also a very neat combat system to compliment the story. It’s very hardcore. There are one hit kills, time manipulation mechanic. It works similar to Super Time Force. Users can control more than one character simultaneously-ish by playing with one character and then rewinding time and playing with another character alongside the first one. Sounds pretty complicated to me.

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The game was originally announced in August and so far it has been in development for roughly 6 months. There’s still a long way to go, but I can’t help but fall in love with this great visual style and an outstanding eerie world.

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