Heckpoint Update: Week #1

So we started getting reviews in for Heckpoint from the Steam community, and one guy in particular has been a huge help. EElectric Productions from Youtube had some wonderful suggestions and we managed to get most of them in the first couple days. First off, a difficulty slider in the Options menu at the start screen allows player to take their game from Easy to Hopeless, each mode increasing enemy health and damage while also increasing loot drop. Next, we added another play mode when players are selecting their play style at the portals at Headquarters. This new mode, Normal, gives players a more relaxed play-through and removes those pesky flying enemies. We’ve also added the ability to turn off screenshake from the options menu at the start screen and we’re currently testing out a new weapons platform for the game that will allow you to fire at 360 degrees. More on that soon!

And if reading isn’t your thing, check out the video where Greg and I talk shit and go over some of these updates and walk you through some of the features you may have not known about.

You can also find one of EElectric Production’s reviews here:


Status Update and Halloween Goodies

So we’ve loaded Heckpoint to Steam, and now we wait for the page to go live. Right around Halloween we should be going up for sale through Early Access.

Why Early Access? Because after a year of prototyping and then building this game, we realized that while the core is solid, we want to see how the community responds. There is a lot we have planned to push this single player mayhem over to edge, (leaderboards, multiplayer, shit loads of new content) like more player characters and enemies) but before we jump down that rabbit hole, it would be good to see how players react to the base game.

But first, we figured why not make our initial update a new world with new players and enemies dedicated solely to the season. Instead of talking too much, we can just show you some of the content being primed right this very moment.


The Game Jam That Wouldn’t Die

HECKPOINT began as a game jam, a question. “Wanna see if we can remake an old game in a week? Keep it super simple.”

So we did. We took an old concept, chose an old color palette and made a little world from scratch. This of course was after a long trial run of our first attempt at a platformer game. We kept breaking it. It was pretty frustrating. So, we dialed back and decided to start very simple.


A week later, we wondered where we could take the idea. Utilizing an engine called Clickteam Fusion, we tried all kinds of stuff in the beginning, . We proceeded to break that engine. Like a lot. A whole bunch. I think I even cried once. We kept pushing the system til we had to stop and change course constantly. We couldn’t stay small for whatever reason. And as disheartening as constant failure can be, some things worked really well in it.

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