Press Kit

Who

Whatnotory LLC, a (very) small game development studio based in Milwaukee, Wisconsin

What

Working on Bomb Sworders

  • It’s our 1st game
  • It’s about hitting bombs (with swords) and blowing up your opponents.
  • It’s 2d. It’s last-person-standing. Couch multiplayer and online.

And it has some cool properties

delayed attacks

You don’t hit opponents with swords.

Too medieval.

Nowadays, you hit bombs with swords and then those bombs explode… eventually… once the 9-second fuse triggers. That gives you the time to hit the bomb to the perfect spot but also gives your opponents the time to hit the bomb away — making it theirs and partially resetting the fuse.

attack vs territory-control

When bombs explode, they create blastZones (those bright circles). BlastZones stick around becoming hazards for your opponents: hampering their movement and killing them if they misstep.

Also, blastZones will hit bombs for you. So blastZones beget blastZones beget even more blastZones.

The question is– when you have a bomb that’s about to explode:

  • will you place it to best slow down your opponents?
  • or will you take aim with a difficult snipe shot?

there’s always hope

You’re never truly eliminated until the round ends. Instead, when you die you enter Limbo — stuck to the spot you died, but if you gather an item or explode a bomb, you’ll zip back to life.

opportunities to be nice

This one surprised us. At the first convention we went to after adding Limbo, suddenly players were frequently helping dead players revive. Act of altruism? Some type of quid pro quo? or greedy strategic decision? (Keeping the weaker players alive acts as a sort of insurance in case you die — giving you some time to escape from limbo). Perhaps a little of all of the above.

But, truth be told, it has been heartwarming to see.

strategic

The game was designed to have as little hidden-information as possible. e.g. a screenshot at any moment captures almost all relevant game state: positions, velocities, timings of near-future events. This allows players to make useful decisions about strategy and also rewards them for learning to quickly parse the game world.

a more advanced movement system than you’d expect

There’s a momentum-based movement system with jumps, bounces, dashes, and recoil.

There’s no double-jump per se, but try jumping then throwing your sword downward…

(a bomb will immediately explode if it hits a bomb of the same color)

Various Advertising-type Words

  • Grab a sword and start hitting some bombs around in this fast-paced multiplayer platformer for 2 to 8 players. Turn friends into enemies! Turn enemies into rubble!
  • Finally, a 100% accurate bomb-swording simulator! Unique, fast-paced 2-to-8 player multiplayer game. Hit bombs with your sword, take over the level, and dominate your opponents!
  • Friendly for beginners, tuned for competitors.

History

After a prototype was presented at Miltown Game Developers, a couple of us teamed up in early 2017 to develop it into a full game. Since then time has passed, development has continued, and another team member has been brought on.

We’ve shown it at a bunch of conventions and been thrilled with the reception.
Here’s some info about how we’ve improved Bomb Sworders through our conventions journey.

Music

Created by @raytoler

Release

PC, Mac, Linux, Xbox One.. maybe others
Steam Page here

Recognition

Selected for PAX Rising 2018
Shown at PAX East, Indie Game Party at Anime Central, Midwest Gaming Classic, Indie Arcade(s), Mooncat Arcade + more

helping out