Indie game developer Mike Tipul is currently working on a new game that looks like a classic cockpit experience, with a little RPG thrown in. Enemy Starfighter will be released later this year. While it is still unclear when the specific date will be, it certainly looks like it is worth the wait.

Players will have the opportunity to plan out their point of attack at the beginning of each level. This planning phase allows changing formations, using specific units, and re-equipping specific weapons to players ships.

The game’s website features a short intro to the game’s narrative setting: “A civilization’s downfall or ascension always begins with one thing: you.” The game also promises a shifting story. The variable that determines this shift is still the question at large, probably differing with each level. This brings it back to a Star Fox-like game-flow where performance determined the outcome of each mission, e.g. total number of enemies killed or destroying all mother ship-bound missiles before its too late.

Unlike Star Fox, Enemy Starfighter has the mentioned planning phase, which will be more in-depth than a world map and does not move on rails. From the available information now, characters in Tipul’s game also have quirky personalities, and I’m sure,”Do a barrel roll!” will find its way somewhere.

Tipul has done an amazing job with the documentation of this project. Although there has not been a post in some time, there is a lot to learn about the process of making games, and what programs he used to make each component.

Tipul has worked on games spanning a great range of the industry, from the large scale productions like Bungie’s Halo 3 and Halo: ODST, to the more humble indie titles like Blendo’s Thirty Flights of Loving, and Atom Zombie Smasher. This seems like a great title to add to the resume, and the documentation suggests this is a solo project.

About The Author

Graduated with a dual associates in Video Game Design and Journalism in New Jersey. A TechZwn writer and avid collector of cartridge and cult classic games . Here honing in on the honest and insightful answers to what each game has to offer.

One Response

  1. Mihail

    There’s no way to go wrong. Years ago I got to listen in as my late wife inweivreted him for a PBS documentary she made on translation and translators. He’s gracious, modest, and generous with anecdotes that delight even as they explain/illustrate the translation’s task. If you get the chance, ash him to tell you the story of finding the right translation for the moonshine bottle that figures into 100 YEARS OF SOLITUDE I really enjoy your blog; thanks.


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