- Developer: Space Lizard Studio LTD, based in Liverpool, UK.
- Release date: Friday the 16th of September 2016
- DLC Content: free levels, arena mode.
- Platform: Steam PC, Mac and Linux
- Website: http://spacelizardstudio.com/work/dragon-bros/
- Price: $8.99 / £6.99 / 7,99€
- PEGI: expected 7+
- Social: Twitter, Facebook, Youtube, IndieDB
Dragon Bros is a 2D, retro pixel art run and gun game. With its colorful graphics and cute dragons, it is aimed at younger audiences as well as nostalgic players. You can play it alone or with a friend, with a gamepad or on the keyboard. Mac and Linux are also supported. Original soundtrack by Gabriele Caruso.
Four teenage dragons go on an adventure to save their kidnapped mom. The culprits? The mechaliches! They are an evil robotic society who survived the collapse of a technologically advanced alien civilization. On their way, our dragons meet various mega bosses and learn more about their enemies’ goals.
- A smooth and fresh interpretation of classic Run and Gun games,
- Solo or local co-op up to 2 players,
- Tons of enemies to blow up,
- Gorgeous pixel art,
- Lots of weapons with alternatives firing modes,
- Punchy soundtrack with old school tones,
- Far too many explosions,
- Higher difficulty modes for an extra challenge,
- Full controller support,
- 2 players on one keyboard support,
- Hyper responsive controls and non stop action,
- Future updates and free new levels already planned.
SHOOT SHOOT – DIE – SECRET PASSAGE – ROLL – OH NO IT’S A TRAP!
There are a dozen kind of enemies. Some are just shooting at you, other lob at you, some fly around and drop bombs, some have a shield in front of them, some fly and shoot, some are slow but very resistant, some are sniping you, some punch you etc.
Use the map to travel freely through already completed levels and improve your previous high score.
You can collect power ups along the track (machine gun, super laser, naval cannon, heath pack, etc.). Every act of destruction rewards you with scraps (score). Use them to unleash your weapon super powers for a few seconds: bigger bullets, bouncy projectiles, increased range, higher damage, larger splash area, secondary effects, etc!
Early access – footage from September 2016
What is your first gaming experience?
Guilhem: My first gaming experience would have been robocop on Commodore. It’s pretty old now! Then the classics ensued: Zelda and Paper Boy on Game Boy, followed by echo the dolphin and Sonic on Genesis.
Lorenzo: Prince of Persia on an antique computer! Then lemmings on the same old computer, then the Game Boy and the Super Nintendo came into my life and I was done. All that time spent on Donkey Kong!
What got you into programming games?
Guilhem: I was playing video games far too much, and was a bit lost at what to do after my A level. So I went to uni and did computer science / programming and did some internships developing boring accounting software. So I jumped on the master “AI in video games” and got an amazing internship at Atari on Test Drive Unlimited 2. Then I worked for United Front Games, Flying helmet games and Sony, before going indie!
Lorenzo: after qualifying as an architect, I freelanced a bit for high quality modelling for architectural visualization. I was curious to find out how video games were made, but it’s only when I got drunk with a few friends that we decided to do video games!
What development tools or coding did you use?
We use Unity at the moment, so it’s mostly C#. Our artists use Gimp (and our programmer still wants to use Paint.net…)
What hurdles did you have making your current game?
Money! We tried to find a publisher, but our game is too small and our team hasn’t done other significant games together. So we went for self publishing! We also argued a lot internally about feature creep, because our tech guy knew that too many features means you can’t polish any and release the game on time.
After the completion of the game what game will you make?
We have far too many ideas. We want to make an adult run n’ gun, reusing our current tech. It would be called Vampires, Guns and Rock’n Roll. Imagine “from dusk ’till dawn” with pixel art! We would also like to try a FMV (full motion video) game, a short project that would be as cheesy as the ones of the 90s. We loved “Contradiction: Spot The Liar” lately and we wondered if we could do something similar (and probably less pro). Then we have plans for point and click, VR and a pixel art 2D Thief game in an arabian setting.
But first let’s see if we can survive long enough!
What other games have you made you made?
Just a test case as a team – Yelly Chicken on Android – to see if we could work together. As individuals, we worked on #DriveClub, Little Big Planet Karting, Test Drive Unlimited 2, Gear Jack, Eon Altart, etc.
My favourite computer was my Amiga and console the Megadrive do you have a favourite?
Guilhem: Megadrive was ace. So much better than SNes. Or maybe I was jaleous, hard to tell…
Lorenzo: SNes wins.
Marco: Dreamcast for sure!
What is your favourite retro game?
Guilhem: Echo the Dolphin! Or Arcanum on PC. Or Golden Axe. Or Earthworm Jim So hard to choose!
Lorenzo: Donkey Kong.
Do you still game on the current consoles if so whats your favourite game?
Guilhem: I have a PS3 for Singstar (I sing as well as a broken ladle, but I love it!) but otherwise I play on PC mostly. I have a Vita, but since I don’t work at Sony anymore, I don’t have free game through the PS+ anymore so it’s sitting alone in a cupboard. So I play on PC, and I think my fav game would be Skyrim.
Lorenzo: I play on computer as well, and my favourite game is Heroes of The Storm.
Whats the worst game you have ever played?
Guilhem: it’s hard to remember! I didn’t enjoy Yogi Bear on Genesis. It was boring as hell and I paid too much for it (my hard earned money mowing the lawn!)
Finally what game or feature would you like to see on Retrogamesmaster in the future?
The website seems cool as it is!