Falconet - Demo Now Available

edited in Projects


We've been working on a new game called Falconet. It's a 16-bit retro style twin-stick-shooter.

Access the alpha build demo here:

Here's the teaser trailer:

I'll post some development updates in this discussion, but you can also join us on Discord: https://discord.gg/tVm5T9Yrhw

We are working hard to get the alpha build demo ready for everyone to try out. Cheers!


Thanked by 1konman


  • Check out our latest devlog

    Thanked by 1konman
  • Hi all,

    Based on some initial feedback we received, we decided to create a video that shares our goal and vision for Falconet.

    We hope it will help you see the potential that Falconet has.

  • Well done on getting to an alpha build! The teaser trailer looks great!
    I watched a bit of the playthrough last night and it looks like it has potential.

    I think one of the main problems is that at the moment the game doesn't actually need you to switch guns - and it seems like that is the main focus of your game. I would rather focus on adding senarios to make the player want/have to change guns.
    A good small game that I think does this is Tormentor x Punisher https://youtube.com/watch?v=hRAtQWqwV48. They only have 2 standard guns: a normal gun that has range and then a shotgun that also acts as a reload. They also have a variety of enemies/bosses that make the games progression interesting even though it's one room with 2 guns.

    Focusing on a small area or single screen allows you to maybe get the enemies, pacing, guns and feedback feeling good. I think you have a lot of content already but I think maybe the content can be scoped down to focus on the core of the game.
  • edited
    Sorry I had to leave the meetup early last night, so I don't know if this stuff was covered.

    I think a lot of folks here would be questioning what your goals with the game are -- not in terms of game design (your video only covers that), but in terms of what you're hoping to get out of the game's development. The way you talk about the game makes it sound as if you're aiming for a commercial release? (in which case I think you'd be fighting a very uphill battle)

    I'd suggest not putting all of your effort into your (first?) game, and rather making lots of smaller games (like ~1-2 weeks of dev each) to put on itch. Then, after you've made many games like that, you can have a look at your page views, downloads and comments (and whether players are paying you even when it's a pay-what-you-want model!) to inform you of whether putting all of the effort into a commercial release is smart.

    If you're doing this as a hobby and are free from the burden of commercial aspirations, then of course do whatever you enjoy! :D
    Thanked by 1francoisvn
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