Burning Blue is now in development

A space shooter in the vein of old NES games

Ever since about grade school, I’ve wanted to do a game set in space where you’re part of a boarding party and your goal is to make your way to the bridge and take out the ship. So a few months ago I began development on such a game. That game is Burning Blue.

Sketch of a cargo soldier

Sketch of a cargo soldier

I drew on inspiration from games like Turrican, Metroid, and Shatterhand to name a few. These games have a difficulty level that is challenging but at the same time rewarding. I’m looking to capture the style and feel of those old NES games that people my age grew up with. They’re the games that we love to hate. Hard enough to make you throw the controller at the wall but extremely gratifying when you do accomplish something. Mark my words, there won’t be any checkpoints or auto-regenerating health in this game kids.

My plan for each level is to begin with a simple space shooter where you have to take out the ship’s defenses in order to board it. Once aboard I want each ship to play out like it’s own mini Turrican/Metroid adventure culminating in a boss fight at the end. At the moment I’m planning on having at least 5 levels, although I’d like to do 8 if I have the time (that seems to be the magic number on NES games).

A preview of the first level

A preview of the first level

The game is being made with a tool called Stencyl which really reduces a lot of the work I would otherwise have to do if I programmed it all myself. The intention right now is to release this as a Flash game first. As long it succeeds on that platform I will pursue publishing on other platforms (Android, iOS, Windows 8, Google App Store). At this point I haven’t determined what a realistic timeframe is for release but it’ll definitely be sometime next year.

Be sure to check back for updates on the progress of the game.