Razerwire:Nanowars
About
RW:NW™ is a personal revisitation of the 80s' arcades where I spent most of my pocket money as a kid. It's also my very first solo project after six years of working on much larger team projects.
After all that work on slow pachyderms, I wanted to take a stab at something smaller, faster to make, and granting a more immediate fun.
So, I dusted a gameplay idea I hid in a drawer a couple of years back, I set it up as a 30 minutes-a-day project and started working on it during lunch breaks. When the prototype was welcomed quite enthusiastically by the first testers, I decided to make it real.
Razerwire:Nanowars™ is as a simple little game, quite replayable and with a little nice set of upgrades, achievements and highscores to beat to satisfy the progression geek in all of us.
It is suggested to play with a mouse, but now since version 1.07, Razerwire integrates full controller support as well
If you get to have half the fun playing it as I had making it, I think you'll cherish it!
Cheers,
Emiliano, @DokHgn
Enjoy a rogue-like progress: Survive as many waves as possible, die, use earned points to unlock upgrades and powerups, and then jump back in the fight (there are checkpoints every 20 waves, no worries!)
In a future far, far away, humanity has colonized most of the galaxy. However, our world is being exterminated by an unseen enemy.
When scientists figured out that the killers are nano-sized, virus-like aliens, Dr.Illerotsap modifies a medical tool, a monomolecular filament used for nano-scale medical operations, and turns it into a formidable weapon against the enemy.
The RazeWire was born.
My thanks go first and foremost to my family and to Jenny, for supporting my mad attempts at making a living with a job that I love.
To Olaf for sharing my office throughout the whole development, drooling over my flip flops and covering the floor with hair and love.
To my friend Ottavio from Mash Machine for having made the super cool music for the game.
To Yannis for all the help with the copies and marketing (I am even worse at that than at art otherwise ;) ).
To Juhani Junkala for his amazing 8-bit VFX libraries https://juhanijunkala.com/
To Siim and Mikk for the moral support throughout the project.
After all that work on slow pachyderms, I wanted to take a stab at something smaller, faster to make, and granting a more immediate fun.
So, I dusted a gameplay idea I hid in a drawer a couple of years back, I set it up as a 30 minutes-a-day project and started working on it during lunch breaks. When the prototype was welcomed quite enthusiastically by the first testers, I decided to make it real.
Razerwire:Nanowars™ is as a simple little game, quite replayable and with a little nice set of upgrades, achievements and highscores to beat to satisfy the progression geek in all of us.
It is suggested to play with a mouse, but now since version 1.07, Razerwire integrates full controller support as well
If you get to have half the fun playing it as I had making it, I think you'll cherish it!
Cheers,
Emiliano, @DokHgn
- Use the mouse to maneuver a monomolecular filament (the RazerWire) to protect your generators and kill the nanobugs assaulting them.
- Survive endless waves of attackers with increasing difficulty.
- Avoid hits on the Generators.
- Use the RazerWire to destroy your enemies.
- Use left and right mouse click to activate some powerups (like the Antimatter Blaster and the PowerWave).
Enjoy a rogue-like progress: Survive as many waves as possible, die, use earned points to unlock upgrades and powerups, and then jump back in the fight (there are checkpoints every 20 waves, no worries!)
- Multiple enemy types with several variants each :
- 7 Movement types (including Teleport, Accelerating Zig zags and Escaping from the Wire)
- 4 Shooting modes including homing missiles, scrambling bullets and all-around shooting
- 2 Armor types
- Multiple unlockable upgrades for the Wire including Shields, Armor, Health and Recovery Times
- Up to 7 powerups including Anabolishields, Nanoblades and Chrono Molasses
- Procedural difficulty increase in the endless waves progression
- If you like what you see, feel free to follow me (@DokHgn) and RWNW (@RzW_NW) on Twitter! Support is the best fuel for productivity ;)
In a future far, far away, humanity has colonized most of the galaxy. However, our world is being exterminated by an unseen enemy.
When scientists figured out that the killers are nano-sized, virus-like aliens, Dr.Illerotsap modifies a medical tool, a monomolecular filament used for nano-scale medical operations, and turns it into a formidable weapon against the enemy.
The RazeWire was born.
My thanks go first and foremost to my family and to Jenny, for supporting my mad attempts at making a living with a job that I love.
To Olaf for sharing my office throughout the whole development, drooling over my flip flops and covering the floor with hair and love.
To my friend Ottavio from Mash Machine for having made the super cool music for the game.
To Yannis for all the help with the copies and marketing (I am even worse at that than at art otherwise ;) ).
To Juhani Junkala for his amazing 8-bit VFX libraries https://juhanijunkala.com/
To Siim and Mikk for the moral support throughout the project.
System requirements for PC
Minimum:
- OS: Windows 7 32bit
- Processor: i3
- Memory: 256 MB RAM
- Graphics: Integrated Graphic Card
- Storage: 100 MB available space
Recommended:
- OS: Windows 10 64bit
- Processor: i5
- Memory: 512 MB RAM
- Graphics: Low-end Graphic Card
- Storage: 200 MB available space
System requirements for macOS
Minimum:
- OS: Mac Os X 10.9
- Processor: i3
- Memory: 256 MB RAM
- Graphics: Integrated Graphic Card
- Storage: 200 MB available space
Recommended:
- OS: Mac Os X 10.12
- Processor: i5
- Memory: 512 MB RAM
- Graphics: Low-end Graphic Card
- Storage: 300 MB available space
Razerwire:Nanowars reviews and comments
Translated by
Microsoft from Italian
Microsoft from Italian
Product received for free Razerwire: Nanowars bomante Name in a sense. The first boot is that of a classic game retrostyle years ' 80. Very colorful Graphics, very "neon", "digital" soundtrack. Everything in its place. But after a few minutes, going around on the settings and playing a few games, you'll see that there is much, much more.
Gameplay: Attack on the Base!
You just woke up in the big, colourful, hilarious years ' 80, when you find out that your base is under attack by a handful of aliens who want to dominate the universe. Aware of your responsibilities, you are wearing your spacesuit and parts at a time of your astrobase (I could not resist:D) ready to kick in ♥ ♥ ♥ ♥ ♥ I ♥ that kind of insectoid that wants to be pussy. Each "Level" is characterized by a wave of creatures that will try to print against your base to smash it in full Titanic Vs. Iceberg style, In the upper left corner we find the energy of the base, and the shield of the weapon you'll be using. This piece of super-secret technology developed by the ingenious Mind of S&P is a kind of generator, which, starting from your base, will create a kind of laser line/beam, which cuts the unfortunate in slices that will end up on us. Yes, because Razerwire is not a scuffle, it is a game that in its immediacy also has a dose of strategy mica to laugh. As I said, each level is characterized by waves of enemies that you try to disintegrate by placing our POD, so as to "incorporate" the greatest number of enemies. A mechanics already seen in different games of the past, here refreshed in a very unique way. And It works!
The strategy is precisely in trying to incorporate the marggior number of enemies (there are also the combo:D) without damaging our POD (which has a shield, but that especially without power-ups tends to be damaged easily, making us unfit for a Certain number of seconds, which can be fatal for our survival. Fortunately, with the passing of the waves, we can buy different potentialments, which will facilitate our task. From new weapons (missiles, rotating blade model Minipiner), to potentialments for the shield of the base and the POD (reduction of the time of repair of our generator in case of damage, frequency of generation of the weapons, improvement of the shield of the base, etc.) that will help our heroes to overcome increasingly aggressive waves and increasingly resistant enemies.
Graphics: Let's turn on the TV!
The graphics are... Crazy! Pixel Art really inspired, both for the base, and for the depths (beautiful) and enemies, always so different from each other so as to be recognizable also for example for the resistance to our "Ray of Death." Not To mention the filters! Not only by selecting and playing with some filters (such as that of an old TV, I love it!) you can unlock trophies, but they are all very different and well characterized that during your sessions you will happen to go and change them just to "see" The effect on the enemies and on the screen. Never tire!
Audio: Houston Do you hear me?
The audio is in line with the game. A acclaim to the mythical ' 80 with pieces ranging from psychedelic to electronics, Among other things the OST is also affordable and I was in you a little thought I would. It's never repetitive, and given the hectic and fun nature of the game, it never tires.
The Last Wave Lord!
Razerwire: I liked Nanowars? Yes! It's fun, hectic, fast, simple but at the same time imepgnative, especially at high levels. It Can be repetitive in the long run, but for the type of game it is more than normal. By the way, an excellent checkpoint system will allow you to ALWAYS start from a certain point without having to start from scratch. It's the typical short session game, the classic anti-stress that makes you 2 laughs after a long day of work. Would you recommend it? Of course you DO! It Costs little more than a coffee, it has a distinctive and really beautiful graphics, a pressing soundtrack and in full style years ' 80 never tediosa. What more do you want?
Now I'm going to dry out some insectoids. At 400 wave, I want to see where the game will get me.