New Pixely Shoot ’em Up ‘Supermassive’ is Shooting for A Fall Release

I haven’t, admittedly, played too many shoot-’em-ups on iOS, but most of them have been kind of dinky, for lack of a better word: they’re usually a little slow and a little simple, if only to contend with the strictures and realities of touch-friendly action. Maybe I’m not playing the right ones.

That said, what stands out to be about Supermassive, the just-announced collaboration between Pixelnest Studio and Plus, is how fast and bullet-hellish it is.

I don’t know if Supermassive is going to use a virtual control overlay or multi-touch or what, but navigating through those fat-pixeled bullets and wide-body lasers with the tip of a finger is impressive either way.

While the game clearly traces its lineage back to the 16-bit horizontal shmups of yore, its website suggests a more modern structure: “a never-ending run to make the biggest score!” In today’s parlance, I reckon Supermassive is one of those new-fangled “endless” games, where death is certain and you can probably tweet your high scores.

What the website doesn’t say is whether or not the thick, sludgy metal track from the trailer (“Bestial Paragon Interface” by Zander Noriega) will make it into the final game.


05 12

Pixelnest is a two-man studio based out of Rennes, France. Damien Mayance and Matthieu Oger have worked on a few school projects, demos, prototypes, and development tools, but Supermassive looks like their first full-fledged commercial release. Artist and animator Simon Coroller, known professionally as Plus, is handling the game’s slick visuals.

Supermassive is currently in the works for iPhone and iPad, with plans for an autumn release. An Android port will come later.

(via Joseph Leray on Polygon)


5 replies »

  1. I’m all for djenty music, but I don’t feel like it fits your trailer well. Have you explored other kinds of music styles?

    Other than that though, the game does look pretty good!


    • This isn’t my game, it’s simply a repost of an article about a game I thought was interesting.
      At the bottom of the article you’ll see a link to the original article.


      • It has bits and pieces from all over the net.
        I have pixel art tutorials, game dev tips, industry news and game reviews. A few of the tutorials and tech reviews are mine, but the majority of the content is reposted.
        I wanted this blog to be a place for indie devs to find some useful info, artists to get some advice and geeks to get some entertainment.

        My game company Wildebits has a game dev blog if you’re interested.


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