Hello out there Behemothland!
In an effort to document some of our development for our upcoming third game we are going to attempt a series of videos that showcase various features of the game. In this first video Dan Paladin and Emil Ayoubkhan go over one of the modes being referred to as “soul mode” (not a final title). Please keep in mind that none of this is final, we just want to bring you along for the ride!
Sooooo, what did you think? Did you like it? Should we talk more? Talk less? Tear out our toungues? What would you like to see featured in #2?
love,
kelly



(23 votes, average: 4.13 out of 5)



Awesome stuff!! I would like to see some of that character customization. Can’t wait to get my grubby hands on this!!
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that was a great video.
a good amount of talking and playing around.
the game is looking great. love the lobby system and the point representation.
great work guys 5 stars. i’m looking forward to the next one
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Looks awesome, but yeah you need to slow down the person with the soul, by probably 8%-15% per soul. But this is looking awesome!
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Looks great, you guys showed off cool footage and did well with the commentary.
If future videos were in the same style, I’d be alright with it. Can’t wait for more vids, along with your appearance on X-Play.
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Looks cool guys. Seeing some character customization would be cool, but from that very first trailer I saw, I would really like to see more of that co-op platforming style. It looked like it was some sort of race and you needed to work together giving each other boosts and holding switches to reach the end before the other team, or something to that effect. I love that kind of co-op rushedness, and would love to see more of that in action.
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It seems like a lot of people want to see the “Character Customization” section of the game. Count me in as one vote for that.
I’m curious as to how you guys build/design the levels, and what the control scheme/possible control schemes are. Is their a way you can add custom levels, and then being able to share custom levels?
It’s a bit of a programing hurdle, and I know microsoft’s aproval process is probably going to say “No” (I don’t think you can share levels with N+, can you?), but if theirs some way to get it to work with XNA creators club accounts (Like the Rockband song creator) that’d be awesome.
Also, can users create game modes by turning on/off different options, similar to say halo 2?
As for the videos, more talk, more behind the scenes. I’d love to see concept artwork and even the way the code works.
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I liked the Character Customaztion ability in the game!
I also liked the level lobby! Just curious, are there certain levels in certain sectors? (if not, you should do that!)
The art is fantastic! Never gets old!
You should slow down a player when he/she collects a soul by at least 8%.
I wouldn’t mind a little more talking, talk more or less, i don’t care. I WANT SOME BEHIND THE SCENES!!! and maybe (just asking!) give some tips for Flash devolpers?
Over-All, this is an outstanding game, it will be disiered by many! 10/10
~Cheers,
Derrek Buerger
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Personally I would like it if the game was a lot faster…In terms of running speed and such…other than that it looks amazing so far
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I really like how it’s coming along. i was thinking that maybe if a character has an enemy soul, you could prevent them from using weapons, the speed decrease might work too. I would like to see some of the game modes we havent seen in the posted videos. Giving us a look at the Character customisation would be pretty cool too. Looks great!
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Made an account just to post on this, the game looks like it could be really fun with other players, but the way the grenade arcs might be annoying, have you guys considered an alternative fire for the weapons along with the normal? Like Bowling with the grenade or using the mine as a shield (which could be funny in its own)
Also long live PDA! Still play it on XBLA constantly with a friend, just to bad hominid itself does not have online co-op..
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I would love to see more character customization and level design!
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Thanks for the video! I have no insightful critique to lend, since the two a’ ya’s did a great job playing and commentatin’.
Here’s a “Soul Mode” thought that you can take or leave with as little aplomb as you like: Instead of slowing the soul-thieves down, what if a soulless player would automatically be reunited with their soul once they die again? It would change the dynamic of running away and killing pursuers to a more hair-raising balance of running away and not WANTING to kill your pursuers… which gives them an upper hand while not slowing you down. Of course, they could not merely suicide or kill their teammates (Emil-style) to get their souls back. Maybe this could just be one customizable option among many (Well, several. Or two) Soul Mode playing options — because slowing the soul-carriers down would also be interesting to try.
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When I played this game at the sandiego comic-con I absolutly loved me and my brother played untill we got kicked off but we thought adding some A.I. so we could compete together co-op against the A.I. and the character customization could be better.
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Looking great! I’m really glad you guys are into sharing updates like this with everyone. It’s one of the many reasons I respect you guys as developers so much (main reason being that you make such great games
I hope you continue doing these, the amount of talking was pretty much perfect, its just cool to see how you’re coming along. I can’t wait till ‘Game 3′ gets a name and comes out!
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I’d like to see some singleplayer footage…
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Nice video. Dan seemed a lot more coherent here than during the office tour video.
The discussion is great. Keep it coming.
The game looks like a lot of fun. I’m glad the game has some good same screen co-op, because there’s not a ton of games with it that my wife and I can play together, and it’s one of the things we loved about Castle Crashers. I don’t think the game’s pacing needs to be sped up as someone else suggested, I like quick reflexes combined with a bit of time for thinking an idea through.
I’m hoping the level backgrounds look more like the lobby’s background in the final game.
In future videos I’d really like to meet the members of the Behemoth team and see what everyone’s role is. I know there’s Tom and Dan, but what is everyone else’s involvement? Is everyone else mainly doing marketing or smaller art/programming/QA tasks, or are there other key players in terms of the game’s design decisions, major programming involvement, etc? It’s really inspiring to think that 2 dudes can reach such great success and have fun too, but I don’t know how much of that success also heavily relied on someone else too like a really experienced game designer or something.
Looking forward to more videos.
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yea this good!
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Well I don’t know if this is the proper place to ask you this Dan, (I’m new to this site and it’s my first time sending a comment on a website.)
But I’d like to ask, do you have any plans on bringing this new title to Wiiware? Or at least have it in consideration?
If you do decide to bring it to Wiiware I can guarantee you that you’ll have at least one definite buyer.
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great stuff, cant wait to see more
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hey behemoth I CAN’T LOG INTO THE FORUMS HELP ME!!!!!
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email us, we’ll sort you out!
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I want to see if there is any campaign for Game 3… all i have heard of or seen is multiplayer… :\
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ah, but the good news is that in this exact video i tell you we have a story.
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