Tag Archive: Supanova

Grapple Knight -Supanova 2013- Development Build

Grapple Knight Logo

**Click to Download**

To play the game locally, click the image above to download the PC version or download the Mac version here 😉

It’s been a while since we last updated but that’s not to say that we haven’t been busy. This is the version of Grapple Knight that we took to Supanova this year plus quite a few bug fixes. Changes include a newly added slide ability, fleshed out perks, new levels, a tutorial, a boss battle and new enemies.

Since our last update to this build we have also added quite a few things such as music for the boss battle and enemy sounds for the chickens, we also rebalanced the health and health item drops considering that the checkpoint system still needs to be implemented, all in all anybody who played this demo at Supanova will agree that this is a much tighter experience.

The game can also be played in fullscreen, we recommend the following settings;
[important]Full Screen
Pixel Size x3[/important]

If you would like to play the game with your PS3 controller then please download the latest motion joy driver here then follow the installation instructions here and there is also a tutorial video here. Once you are all done just make sure the controller is set to emulate an Xbox controller and you will be all set.

[important]                                                XBOX                               PS3
Jump =                                      A                                      X
Attack =                                      X                                     [  ] Grapple hook =                       RB                                  R1
Pause Game =                      Start                               Start
Perk Menu =                           Back                             Select
D-pad and Analog stick to move around and aim grapple hook[/important] Read the rest of this entry »

From the ashes, the Grapple Knight rises (Part 2)

Part 2 of the Grapple Knight Redesign Dev Story, PART 1 HERE!

What Changed?

First and foremost, we switched our priority to the PC platform. This was because if we truly wanted to invoke that sense of nostalgia, players needed to feel it with a controller in their hands (or keyboard if that’s how you rolled back then). Additionally, it gave us some breathing room if we were ever to make changes that could potentially complicate the game on the mobile platform. In a nutshell, we wanted freedom to make the game we wanted without platform and core gameplay fighting for design priority.

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From the ashes, the Grapple Knight rises (Part 1)

Supanova Sydney (16th to 17th of June) marked the first time we had ever publicly showcased ourselves as a company along with our first title Grapple Knight. While our appearance at Supanova was a success (you can read about it here), some of you may have heard that the demo you were playing was a redesign. I’m here to explain our decision to go along with what we did, and with the new implementation of choosing what build of the game you can choose to play on our website hopefully it’ll shed some light visually as to why.

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Ssssuuuupanova Sydney!

Firstly a very big thank you to everyone for making our presence a success at Supanova, our first public showing. Be sure to watch the entire video! But it wasn’t all rainbows and sunshine, at least not at the very beginning, let me explain why…

Saturday the 16th… D-Day… or rather, SN-Day? Whatever lol. We were up until 5 am the morning of Supernova Sydney getting our demo to a playable stage. The game had undergone a complete design overhaul and we were rushing to get it done before then to test its viability. Read the rest of this entry »