Warstride Challenges Is What Happens When You Put Doom, Trackmania and Super Meat Boy in a Blender

I’m Ludwig Dresh, Co-creator at Dream Powered Games. I’m Ludwig Dresh, Co-creator at Dream Powered Games, the small studio behind the frenetic first-person shooter Warstride Challenges. This is our new shooter. I will explain to you what we did to bring it to life.

Warstride ChallengesThis fast-FPS is high-octane, where powerful weapons and skills are used to blast through demons. In each level you’ll die and retry to chase the highest score in solo, or chase other players’ ghosts in online mode. After 10 months in Early Access, today sees the release of the game’s v1.0! We hope you’re ready to blast demons at lightning speed.

As die-hard ’90s fast-FPS fans, our team of five really wanted to capture the essence of our favorite games, with a unique twist. We started with a fast-FPS prototype with a traditional campaign mode. But as soon as we began playtesting it with our friends we realized how much everyone enjoyed speedrunning levels. Then we took the idea of speedrunning and turned it into a game.

We mainly focused on achieving a short, session-oriented game that offers a satisfying 15–20-minute run to let off steam! The game had to be brutal and fast while rewarding you with short sessions of gameplay. The following were our main influences in pushing each of these key aspects: Doom, for the “ultimate killing machine” feeling; TrackmaniaThe time trial mode and the shorter gameplay sessions are available. Super Meat Boy for the difficulty and the die & retry formula. Warstride ChallengesThis is the perfect lovechild for these three titles.

Our team is made up of five people who have met at school or online in the past. We are also lucky to count a few extra friends who provide precious help on specific aspects such as animations, characters, concept art, music… Of course, we don’t all share the exact same taste, but being a small number of people driven by a common passion makes our discussions pretty straightforward, and we easily find a common ground to design our game’s features.

Sometimes we need to take a closer look at the various directions that our team has taken before deciding. We create different versions of the games to test every proposal, and then base our decisions after some playtesting. We have found that our discussions and playtesting have been very useful.

It is difficult to stay motivated in such a small, tight-knit team. Truth be told, it isn’t easy every day to work on a prototype for a really long time behind closed doors, without any player feedback. It’s rewarding to see players finally discover and enjoy your game.

You can join us at any time, even if you are a first-timer. Warstride ChallengesWe hope that you have already started to play the game. Play Warstride ChallengesS Demo today.|S today and try the demo for free.

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